Amdar_Godkiller wrote: »I usually run either Darkstride or Acuity with Kena or Troll King as well, and my playstyle is very much about staying at the 200% speed cap by permasprinting, zigzagging, light attack tagging, and defiling my opponents. I beat sorcs by chasing them and being faster than them while losing no stamina in pursuit, so they can never disengage and never effectively target me at range. It's just much more fun than a heavy armor build, and I don't ever run out of stam or mag. With the cooldown on immobilizations, it's really the best way to PVP as a WW right now.
The bolded part is where platform matters, and one can't say that a particular playstyle is BiS (since situation matters). Certain stuff that works on console won't work on PC (and vise versa).
The meta is very different on PC and console. For example, targeting on console is alot more difficult than it is on PC (hence why pack-leader is more frequently used on console)
Whenever I evaluate my ww builds I exclude everything that has to do with duels (including 1v1 encounters in open world) and group play (zerg surfing included), because it's easy to make a build for those specific situations. While immobilizations has been reduced in their effectiveness, snares are still a big problem, which you don't really solve with medium armor
And I heavily disagree that you can't rely on heavy attack for sustain. If you build towards a more "brawler" type of build, you can easily survive a few heavy attacks and with Roar no longer causing people to run in every direction possible, my heavy attacks lands more often than they miss (especially if you run immobilization poisons)
And if I were you, try swapping molag kena for slimecraw, the damage output you get is almost identical, but without the downside of having the increased cost from Molag Kena
Amdar_Godkiller wrote: »I only PVP, and heavy attacks aren't really a reliable source of stamina feturn for PVP WWs IMO. Definitely not every 10 seconds because A) it's just not reliable for targeting moving targets,it takes two seconds or more to complete one heavy attack, and C) it requires that you slow down. Once every 25 seconds would be the most you could reasonably expect against good players that understand how speed = mitigation.
We will use a sorc orc as our basis for both builds. Enchants, mundus, attributes and traits have been tweaked to get us as similar numbers as possible. Adjusting Medium until it has given what Heavy offers passively, while adjusting heavy to cover what medium offers.
Medium armor: 5-2
Kena, Mechanical, Prisoner's (MA procced, Kena procced)
Heavy armor: 5-2
Kena, Mechanical, Prisoner's (MA procced, Kena procced)
The Comparison
All numbers are broken down to regen equivalent levels, and proc on cooldown.
Heavy attacks: Done once every 25 seconds (cuz why not?)
Medium: 412
Heavy: 514
Stamina Gain: Stamina Regen, Constitution, Heavies
Medium: 2643
Heavy: 2909
Ability cost: average cost of stam abilites
Medium: 3928
Heavy: 3785
Ability Drain: average cost of all stamina abilities, Cast every 3 seconds
Medium: -2618
Heavy: -2523
Combat Recovery: Stamina gain - Ability Drain
Medium: 25 (yup)
Heavy: 386
Total Resistances
Medium: 59306
Heavy: 58650
Magicka Gain: Mag Regen, Desert rose, Constitution, Atro (on medium)
Medium: 941
Heavy: 876
Movement speed: Werewolf form, Steed
Medium: +30%
Heavy: +40%
Sprint Speed: Orc, Medium passives, werewolf, steed (heavy)
Medium: 95%
Heavy: 96%
Bonus Healing: Rapid Mending
Medium: 10%
Heavy: 8%
Heath Regen: HP regen, Steed, Seventh
Medium: 750
Heavy: 1153
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
IlCanis_LupuslI wrote: »We will use a sorc orc as our basis for both builds. Enchants, mundus, attributes and traits have been tweaked to get us as similar numbers as possible. Adjusting Medium until it has given what Heavy offers passively, while adjusting heavy to cover what medium offers.
Medium armor: 5-2
Kena, Mechanical, Prisoner's (MA procced, Kena procced)
Heavy armor: 5-2
Kena, Mechanical, Prisoner's (MA procced, Kena procced)
The Comparison
All numbers are broken down to regen equivalent levels, and proc on cooldown.
Heavy attacks: Done once every 25 seconds (cuz why not?)
Medium: 412
Heavy: 514
Stamina Gain: Stamina Regen, Constitution, Heavies
Medium: 2643
Heavy: 2909
Ability cost: average cost of stam abilites
Medium: 3928
Heavy: 3785
Ability Drain: average cost of all stamina abilities, Cast every 3 seconds
Medium: -2618
Heavy: -2523
Combat Recovery: Stamina gain - Ability Drain
Medium: 25 (yup)
Heavy: 386
Total Resistances
Medium: 59306
Heavy: 58650
Magicka Gain: Mag Regen, Desert rose, Constitution, Atro (on medium)
Medium: 941
Heavy: 876
Movement speed: Werewolf form, Steed
Medium: +30%
Heavy: +40%
Sprint Speed: Orc, Medium passives, werewolf, steed (heavy)
Medium: 95%
Heavy: 96%
Bonus Healing: Rapid Mending
Medium: 10%
Heavy: 8%
Heath Regen: HP regen, Steed, Seventh
Medium: 750
Heavy: 1153
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
And i know medium armor builds are tricky on the WW but in my opinion with the new Stamblade passive giving me 10k extra resistances i finally found a medium armor build that works, and be it only on the stamblade.
My effective resistances are at 43.6k isch in medium armor and for the first 26 seconds of a fight i get the 25% aoe mitigation from phenomenal escape or whatever is called. I know that sustainwise its more of a playstyle question between heavy and medium but i can say for sure the damage is definetly way better. I never before on any ww build had 8-9k houls on a regular basis and up to 18k crit houls or up to 15k crit heavy attacks literally pulverising most people with 1-2 burst combos while maintaining my mag even in fights longer then 15 min(keep defence u know how they can drag on).
My thought process was-> Nightblade(better sustain well recovery, potion passive, insane mitigation from the relentless focus) ->Khajiiit benefits more from a high crit rating damage wise(so medium armor)->medium armor has no mag sustain(so desert Rose)->desert rose enables me to use crit and wd potions to bump up my crit rating to 50%-> using pots enables me to use hircines fortitude(better heals)-> to amplify the crit and damage the best set which does both is nightmothers gaze(crit and major fracture) ->for maximum mitigation(mighty chudan also bumps up my health to 26k)-> to amplify the mobility and getting a nice passive heal->stead mundus(enables me to run circles against stamwardens which are kinda the group meta atm with necros and it enables me to get out of that colossos ult quick)
If you can find any fault in this thaught process of me making a ww build for a khajiit stamblade in using all the passives provided by that to its maximal potential your welcome too correct me, but i think for this constellation the combination i created uses those passives to its maximal potential.
Plus with all the medium builds ive seen which seem questionable uploading one which actually works seemed quite a challenge which i enjoyed tbh.
I don't want to senslessly argue im trying to describe my thaught process here and why i picked medium over heavy on a nightblade, a class which unlike the sorc doesnt have any damage passives but has a mitigation passive since last patch.
@Qbiken @Chrlynsch
I also might add i never upload builds which i havent tested for at least 3 weeks in pvp and where im satisfied that they work 100% and have no weaknesses i cant fix.
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
I just tested this. The cost of roll dodge was indeed higher in WW form than untransformed. Combat metrics tagged the untransformed rolling stamina drain as "roll dodge", but the transformed drain as "unknown". I suspect the werewolf roll, despite technically behaving like a dodge roll, is in fact a separate ability, one unaffected by roll dodge cost-reductions (still plan to test the CP dodge cost reduction, to see if it has effect).
On the other hand, stamina drain of sprint was identical in both transformed and untransformed states, so the cost reduction does seem to work.
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
I just tested this. The cost of roll dodge was indeed higher in WW form than untransformed. Combat metrics tagged the untransformed rolling stamina drain as "roll dodge", but the transformed drain as "unknown". I suspect the werewolf roll, despite technically behaving like a dodge roll, is in fact a separate ability, one unaffected by roll dodge cost-reductions (still plan to test the CP dodge cost reduction, to see if it has effect).
On the other hand, stamina drain of sprint was identical in both transformed and untransformed states, so the cost reduction does seem to work.
Thanks for double testing it.
I've tested it about 10 times now and am getting the same results, did you test it on an orc by chance, it may be possible that it is interacting with their swift passive, or possible prisoners. I've died, traveled, but every time it comes out the same.
Also interesting find on the roll dodge, cp points do influence the Werewolf's roll dodge from what I've tested.
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
I just tested this. The cost of roll dodge was indeed higher in WW form than untransformed. Combat metrics tagged the untransformed rolling stamina drain as "roll dodge", but the transformed drain as "unknown". I suspect the werewolf roll, despite technically behaving like a dodge roll, is in fact a separate ability, one unaffected by roll dodge cost-reductions (still plan to test the CP dodge cost reduction, to see if it has effect).
On the other hand, stamina drain of sprint was identical in both transformed and untransformed states, so the cost reduction does seem to work.
Thanks for double testing it.
I've tested it about 10 times now and am getting the same results, did you test it on an orc by chance, it may be possible that it is interacting with their swift passive, or possible prisoners. I've died, traveled, but every time it comes out the same.
Also interesting find on the roll dodge, cp points do influence the Werewolf's roll dodge from what I've tested.
Testing was done on a khajiit necromancer, desert rose/nmg/chudan.
IlCanis_LupuslI wrote: »We will use a sorc orc as our basis for both builds. Enchants, mundus, attributes and traits have been tweaked to get us as similar numbers as possible. Adjusting Medium until it has given what Heavy offers passively, while adjusting heavy to cover what medium offers.
Medium armor: 5-2
Kena, Mechanical, Prisoner's (MA procced, Kena procced)
Heavy armor: 5-2
Kena, Mechanical, Prisoner's (MA procced, Kena procced)
The Comparison
All numbers are broken down to regen equivalent levels, and proc on cooldown.
Heavy attacks: Done once every 25 seconds (cuz why not?)
Medium: 412
Heavy: 514
Stamina Gain: Stamina Regen, Constitution, Heavies
Medium: 2643
Heavy: 2909
Ability cost: average cost of stam abilites
Medium: 3928
Heavy: 3785
Ability Drain: average cost of all stamina abilities, Cast every 3 seconds
Medium: -2618
Heavy: -2523
Combat Recovery: Stamina gain - Ability Drain
Medium: 25 (yup)
Heavy: 386
Total Resistances
Medium: 59306
Heavy: 58650
Magicka Gain: Mag Regen, Desert rose, Constitution, Atro (on medium)
Medium: 941
Heavy: 876
Movement speed: Werewolf form, Steed
Medium: +30%
Heavy: +40%
Sprint Speed: Orc, Medium passives, werewolf, steed (heavy)
Medium: 95%
Heavy: 96%
Bonus Healing: Rapid Mending
Medium: 10%
Heavy: 8%
Heath Regen: HP regen, Steed, Seventh
Medium: 750
Heavy: 1153
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
And i know medium armor builds are tricky on the WW but in my opinion with the new Stamblade passive giving me 10k extra resistances i finally found a medium armor build that works, and be it only on the stamblade.
My effective resistances are at 43.6k isch in medium armor and for the first 26 seconds of a fight i get the 25% aoe mitigation from phenomenal escape or whatever is called. I know that sustainwise its more of a playstyle question between heavy and medium but i can say for sure the damage is definetly way better. I never before on any ww build had 8-9k houls on a regular basis and up to 18k crit houls or up to 15k crit heavy attacks literally pulverising most people with 1-2 burst combos while maintaining my mag even in fights longer then 15 min(keep defence u know how they can drag on).
My thought process was-> Nightblade(better sustain well recovery, potion passive, insane mitigation from the relentless focus) ->Khajiiit benefits more from a high crit rating damage wise(so medium armor)->medium armor has no mag sustain(so desert Rose)->desert rose enables me to use crit and wd potions to bump up my crit rating to 50%-> using pots enables me to use hircines fortitude(better heals)-> to amplify the crit and damage the best set which does both is nightmothers gaze(crit and major fracture) ->for maximum mitigation(mighty chudan also bumps up my health to 26k)-> to amplify the mobility and getting a nice passive heal->stead mundus(enables me to run circles against stamwardens which are kinda the group meta atm with necros and it enables me to get out of that colossos ult quick)
If you can find any fault in this thaught process of me making a ww build for a khajiit stamblade in using all the passives provided by that to its maximal potential your welcome too correct me, but i think for this constellation the combination i created uses those passives to its maximal potential.
Plus with all the medium builds ive seen which seem questionable uploading one which actually works seemed quite a challenge which i enjoyed tbh.
I don't want to senslessly argue im trying to describe my thaught process here and why i picked medium over heavy on a nightblade, a class which unlike the sorc doesnt have any damage passives but has a mitigation passive since last patch.
@Qbiken @Chrlynsch
I also might add i never upload builds which i havent tested for at least 3 weeks in pvp and where im satisfied that they work 100% and have no weaknesses i cant fix.
Fun Fact for the future, medium armor does not reduce the cost of sprint or roll dodge while in werewolf form.
I just tested this. The cost of roll dodge was indeed higher in WW form than untransformed. Combat metrics tagged the untransformed rolling stamina drain as "roll dodge", but the transformed drain as "unknown". I suspect the werewolf roll, despite technically behaving like a dodge roll, is in fact a separate ability, one unaffected by roll dodge cost-reductions (still plan to test the CP dodge cost reduction, to see if it has effect).
On the other hand, stamina drain of sprint was identical in both transformed and untransformed states, so the cost reduction does seem to work.
Thanks for double testing it.
I've tested it about 10 times now and am getting the same results, did you test it on an orc by chance, it may be possible that it is interacting with their swift passive, or possible prisoners. I've died, traveled, but every time it comes out the same.
Also interesting find on the roll dodge, cp points do influence the Werewolf's roll dodge from what I've tested.
Testing was done on a khajiit necromancer, desert rose/nmg/chudan.
Just trying to provide hard data for players who, don't have time or the capability to test.
Picking Medium for a werewolf is fine if you are going to try to amplify max damage. But as I stated before it isn't the best for openworld or Outnumbered fighting. The damage gained from using medium really very minor.
But since we are on the topic of Medium's damage boost let us examine the extra damage is done when using Medium over Heavy.
For this compared we will use two of the highest weapon damage sets in the game Kena and Clever Alchemist to see how much extra damage we get out of using Medium over Heavy. For the third set we will use Prisoner's Rags that should help out our stamina regen and to give us at least some form of magic sustain. We will use howl of agony for our damage done comparison.
-We are cranking this to 11, all chips in, so we are using infused weapon damage glyphs.
-Warrior Mundus
5-2 Medium Kena, Clever Alchemist, Prisoner's.
5-2 Heavy Kena, Clever Alchemist, Prisoner's.
Critical Chance
Medium: 36.4
Heavy: 31.9
+4.5% crit chance
Weapon Damage
Medium: 7131
Heavy: 6432
+699 wd(Medium) wow, but how much more damage is it?
Howl Damage in pvp (before mitigation)
Medium: 12160
Heavy: 11960
(+200 damage) + 1.7% more damage
IlCanis_LupuslI wrote: »Just trying to provide hard data for players who, don't have time or the capability to test.
Picking Medium for a werewolf is fine if you are going to try to amplify max damage. But as I stated before it isn't the best for openworld or Outnumbered fighting. The damage gained from using medium really very minor.
But since we are on the topic of Medium's damage boost let us examine the extra damage is done when using Medium over Heavy.
For this compared we will use two of the highest weapon damage sets in the game Kena and Clever Alchemist to see how much extra damage we get out of using Medium over Heavy. For the third set we will use Prisoner's Rags that should help out our stamina regen and to give us at least some form of magic sustain. We will use howl of agony for our damage done comparison.
-We are cranking this to 11, all chips in, so we are using infused weapon damage glyphs.
-Warrior Mundus
5-2 Medium Kena, Clever Alchemist, Prisoner's.
5-2 Heavy Kena, Clever Alchemist, Prisoner's.
Critical Chance
Medium: 36.4
Heavy: 31.9
+4.5% crit chance
Weapon Damage
Medium: 7131
Heavy: 6432
+699 wd(Medium) wow, but how much more damage is it?
Howl Damage in pvp (before mitigation)
Medium: 12160
Heavy: 11960
(+200 damage) + 1.7% more damage
True but when factoring in the higher crit chance critting more often expecially as a khajiit bumps up those critter houls quite a lot.
Before my houls critted for max 12k isch now my best hits are 18k. It feels alot more then 1.7% atm
Sure it's not the best choice but expecially when your getting chased and can mitigate all those projectiles by dodge rolling it's quite nice,it works. And as a nb medium Was the easiest choice in getting out some more damage since nb can afford it with their insane damage mitigation passive which is equal to almost 10k resistances.
https://en.m.uesp.net/wiki/Special:EsoBuildEditor?id=136052
@IlCanis_LupuslI I just recreated your build on pts to test out the Khajiit vs orc damage. Found something interesting.
An orc will do more crit damage and more non crit damage than Khajiit.
Howl of Agony
Crit:
Orc: 24331
Khajiit: 24007
Non Crit
Orc: 14645
Khajiit: 13640
*Edit to show with weapon damage glyph proc.
IlCanis_LupuslI wrote: »
True but the Khajiit has a bit better Sustain then the orc not to mention looking waaaaaay better ;-)
IlCanis_LupuslI wrote: »Tooltip in medium of houl of my setup: 19.4k
tooltip in heavy same setup : 18.3k
without changing monster sets or anything literally just changing the armor from heavy to medium.
Thats 6% more damage vs 1.5k more hp and 5-6% more mitigation.....
Cares about doing more damage and being more agile.IlCanis_LupuslI wrote: »And the medium armor damage still feels a lot more then heavy. Plus Ive gotten used to be agile. Its nice^^ and it suits my playstyle. And because of the passives i can afford it^^
IlCanis_LupuslI wrote: »Tooltip in medium of houl of my setup: 19.4k
tooltip in heavy same setup : 18.3k
Thats 6% more damage vs 1.5k more hp and 5-6% more mitigation.....
6% less damage is 17k not 12kIlCanis_LupuslI wrote: »Before my houls critted for max 12k isch now my best hits are 18k.
That's the point, in heavy you don't have to run a defensive set (Chudan). So in medium you have to sacrifice a damage set in order to get resistances that heavy offers passively. Heavy can run 2 offensive sets, and a sustain set. While offering more damage, more crit% (IlCanis_LupuslI wrote: »the same tooltip is because you sacreficed the mighty chudan on heavy armor to go slimecraw.
IlCanis_LupuslI wrote: »True but when factoring in the higher crit chance critting more often expecially as a khajiit bumps up those critter houls quite a lot.
IlCanis_LupuslI wrote: »
True but the Khajiit has a bit better Sustain then the orc not to mention looking waaaaaay better ;-)
Doesn't care about extra damage. Or being more agile.IlCanis_LupuslI wrote: »Tooltip in medium of houl of my setup: 19.4k
tooltip in heavy same setup : 18.3k
without changing monster sets or anything literally just changing the armor from heavy to medium.
Thats 6% more damage vs 1.5k more hp and 5-6% more mitigation.....Cares about doing more damage and being more agile.IlCanis_LupuslI wrote: »And the medium armor damage still feels a lot more then heavy. Plus Ive gotten used to be agile. Its nice^^ and it suits my playstyle. And because of the passives i can afford it^^IlCanis_LupuslI wrote: »Tooltip in medium of houl of my setup: 19.4k
tooltip in heavy same setup : 18.3k
Thats 6% more damage vs 1.5k more hp and 5-6% more mitigation.....6% less damage is 17k not 12kIlCanis_LupuslI wrote: »Before my houls critted for max 12k isch now my best hits are 18k.That's the point, in heavy you don't have to run a defensive set (Chudan). So in medium you have to sacrifice a damage set in order to get resistances that heavy offers passively. Heavy can run 2 offensive sets, and a sustain set. While offering more damage, more crit% (IlCanis_LupuslI wrote: »the same tooltip is because you sacreficed the mighty chudan on heavy armor to go slimecraw., with the same (if not better) sustain.IlCanis_LupuslI wrote: »True but when factoring in the higher crit chance critting more often expecially as a khajiit bumps up those critter houls quite a lot.
Plus if my target sustains a fracture bonus from somewhere else the heavy armor set up will do even more damage.
Heavy passives give you flat bonuses. And are static, regardless of what stats are on the set.IlCanis_LupuslI wrote: »The tanky passives of HA force you to run damage sets, the damage passives force you to run tank sets in medium, at the end of the day its literally only what playstyle you prefer.
The heavy orc is faster wearing 5 heavy, 2 Medium.IlCanis_LupuslI wrote: »And btw Orc passive: Skill.SprintSpeed = 10.0%
medium armor passive: 15%: Athletics 2 passive in Medium Armor Skills line (Skill.SprintSpeed)
basically on my cat in medium im still faster then a heavy armor orc
In werewolf form? How?IlCanis_LupuslI wrote: »
medium armor can evade damage way
easier
And what if you are attacking a target that is over the resistance cap? How much less effective is your fracture then?IlCanis_LupuslI wrote: »Well and funny you mention it, I cant remember the last time i had someone else fracturing my targets for me so that doesnt work for me.
I'm going to quote the stuff that was relevant to our discussion.Heavy passives give you flat bonuses. And are static, regardless of what stats are on the set.IlCanis_LupuslI wrote: »The tanky passives of HA force you to run damage sets, the damage passives force you to run tank sets in medium, at the end of the day its literally only what playstyle you prefer.
Medium passives are almost all %based so that means if you have to build specifically to increase stats like weapon damage and stamina regen before those passives start showing value. And not all of them even work in werewolf form.
So unless you start using more more than one damage set, medium will not produce more damage or better sustain than heavy.
That my point.The heavy orc is faster wearing 5 heavy, 2 Medium.IlCanis_LupuslI wrote: »And btw Orc passive: Skill.SprintSpeed = 10.0%
medium armor passive: 15%: Athletics 2 passive in Medium Armor Skills line (Skill.SprintSpeed)
basically on my cat in medium im still faster then a heavy armor orc
6+10= 16%In werewolf form? How?IlCanis_LupuslI wrote: »
medium armor can evade damage way
easierAnd what if you are attacking a target that is over the resistance cap? How much less effective is your fracture then?IlCanis_LupuslI wrote: »Well and funny you mention it, I cant remember the last time i had someone else fracturing my targets for me so that doesnt work for me.