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DPS For DB update

jkloza
jkloza
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For dungeons/easier trials what is the current meta for DPS classes? Is it still a mix of magicka/Stam? Is there a significant advantage for one vs the other?

What classes are currently performing well?

Thanks!

  • Sixty5
    Sixty5
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    Unless you are pushing leaderboard scores in vet Trials, you can play whatever you want and get the complete.

    Mag warden is still the redheaded stepchild of PVE DPS, but apart from that, play whatever class you like the feel of.
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • SmellyUnlimited
    SmellyUnlimited
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    As a general rule, Stamina dishes out higher single-target DPS, Magicka more AoE DPS. Both can dish out high DPS, just depends on your playstyle (up close, ranged, mix). What was said before is right on, can pick whichever class you like and get strong DPS.

    I'll put below the types that are considered lower DPS/lower group utility: (THESE ARE RELATIVE TO OTHER CLASSES)


    -Magicka DK (Has gotten significant nerfs, to the point where getting high DPS is harder as they don't have much class regen, and their best abilities are melee range which makes them more susceptible to damage.)

    -Magicka Warden (Skill tree just isn't strong enough right now to achieve as high of DPS.)

    -Stamina Warden (Can be strong tank classes, and very strong in PvP, but lack the level of DPS of it's fellow Stam chars).

    -Stamina Sorceror (A class I love, but it shines more in VMA/Solo play. Any DPS class can play in groups, but Stam Sorc is very reliant on the weapon abilities - not many strong DPS output in class tree - fun class, just not much team utility. Jack of all trades.)

    -(Arguable) Magicka Templar DPS (Similar problem to Magicka DK - better at close range, so more susceptible to damage. But more survivable than MDK with an array of backup healing. Adds a lot of group utility, though, so I definitely like having a few in a trial).

    Anyway, I'm sure people will flame my post lol. I don't have a dog in the fight for any particular class, so this is all anecdotal, what I've read on the forums, what I've personally played etc.
    DO. NOT. WIPE. (in game OR out!)
  • jkloza
    jkloza
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    Gotcha, I’ve got the options of magden, Templar or sorc. I think the NB would be too difficult of a rotation, I know my abilities.

    I’ve got better magicka gear setups in the bank but I do have a VMA bow that I can retrait for a stam setup.

    I’m leaning towards Templar because of the group utility. How is sustain on a temp now? Have they fixed Jesus beam/sweeps?

    Thanks!
    Edited by jkloza on February 18, 2018 12:09PM
  • FrancisCrawford
    FrancisCrawford
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    Could somebody please explain the limitations in trials on "melee slots"?

    Is this for all trials, or just for specific fights with specific mechanics?
  • SmellyUnlimited
    SmellyUnlimited
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    Could somebody please explain the limitations in trials on "melee slots"?

    Is this for all trials, or just for specific fights with specific mechanics?

    @FrancisCrawford
    A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).

    Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.


    @jkloza

    Honestly, you have the best weapon for stamina DPS in that Maelstrom Bow. That’s half the battle, and that bow has been best in slot for a long time. Stamina Templar (I haven’t personally played) but people I play with routinely say it’s their favorite class. I’d say look at their skill trees and see what looks appealing. Sorc will have a lot of self-suffiency, access to major buffs through their normal abilities, and Hurricane is incredibly strong. Paired with Mechanical Acuity, Stam Sorc’s can hit for very strong damage. Easy rotation = class is fun to play and you wont have to kill your self to get a good flow going.

    Those are the two I would probably stick with; until Warden gets a buff (they make great tanks!), you’ll find yourself scrambling more to meet the same DPS marks. Plus, even with access to their own brand of healing, Stamplar’s and Stam Sorc’s are more resilient. And most of their abilities plain aren’t fun lol.
    DO. NOT. WIPE. (in game OR out!)
  • FrancisCrawford
    FrancisCrawford
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    Could somebody please explain the limitations in trials on "melee slots"?

    Is this for all trials, or just for specific fights with specific mechanics?

    @FrancisCrawford
    A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).

    Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.

    So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?
  • SammyFable
    SammyFable
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    Could somebody please explain the limitations in trials on "melee slots"?

    Is this for all trials, or just for specific fights with specific mechanics?

    @FrancisCrawford
    A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).

    Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.

    So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?

    Sometimes it is. vAA HM has a chain lightning mechanic, which can kill players if they stack to much. That's why no more than 2 players should be in the same spot. Also the first boss in vmol needs proper placement of players, if people stack more than 3 players will get the debuff which would result in too few purging fields to be active for the next debuff cycle.
    Dro m'Athra Destroyer
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  • Mazbt
    Mazbt
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    I think it's still pretty balanced with melee as stam and ranged as magicka. The new dungeons I recommend ranged magicka when you are learning mechanics or going for no death. I find it more useful in that regard.
    Mazari the Resurrected (AD)- PVP stamplar main
    Maz the Druid - PVP group stam warden
    - many others
    ____________
    Fantasia
  • Runefang
    Runefang
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    As a general rule, Stamina dishes out higher single-target DPS, Magicka more AoE DPS. Both can dish out high DPS, just depends on your playstyle (up close, ranged, mix). What was said before is right on, can pick whichever class you like and get strong DPS.

    I'll put below the types that are considered lower DPS/lower group utility: (THESE ARE RELATIVE TO OTHER CLASSES)


    -Magicka DK (Has gotten significant nerfs, to the point where getting high DPS is harder as they don't have much class regen, and their best abilities are melee range which makes them more susceptible to damage.)

    -Magicka Warden (Skill tree just isn't strong enough right now to achieve as high of DPS.)

    -Stamina Warden (Can be strong tank classes, and very strong in PvP, but lack the level of DPS of it's fellow Stam chars).

    -Stamina Sorceror (A class I love, but it shines more in VMA/Solo play. Any DPS class can play in groups, but Stam Sorc is very reliant on the weapon abilities - not many strong DPS output in class tree - fun class, just not much team utility. Jack of all trades.)

    -(Arguable) Magicka Templar DPS (Similar problem to Magicka DK - better at close range, so more susceptible to damage. But more survivable than MDK with an array of backup healing. Adds a lot of group utility, though, so I definitely like having a few in a trial).

    Anyway, I'm sure people will flame my post lol. I don't have a dog in the fight for any particular class, so this is all anecdotal, what I've read on the forums, what I've personally played etc.

    On the Magicka Templar you should see the dps done with pure ranged abilities (ie no sweeps). It's not competing with magblades but still extremely viable.
  • FrancisCrawford
    FrancisCrawford
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    SammyFable wrote: »
    Could somebody please explain the limitations in trials on "melee slots"?

    Is this for all trials, or just for specific fights with specific mechanics?

    @FrancisCrawford
    A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).

    Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.

    So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?

    Sometimes it is. vAA HM has a chain lightning mechanic, which can kill players if they stack to much. That's why no more than 2 players should be in the same spot. Also the first boss in vmol needs proper placement of players, if people stack more than 3 players will get the debuff which would result in too few purging fields to be active for the next debuff cycle.

    What's the current status of pets in fights where melee placement is an issue? I'm asking about both melee pets (Volatile Familiar, Maw of the Infernal spawns, etc.) and ranged (Twilight).
  • beetleklee
    beetleklee
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    SammyFable wrote: »
    Could somebody please explain the limitations in trials on "melee slots"?

    Is this for all trials, or just for specific fights with specific mechanics?

    @FrancisCrawford
    A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).

    Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.

    So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?

    Sometimes it is. vAA HM has a chain lightning mechanic, which can kill players if they stack to much. That's why no more than 2 players should be in the same spot. Also the first boss in vmol needs proper placement of players, if people stack more than 3 players will get the debuff which would result in too few purging fields to be active for the next debuff cycle.

    What's the current status of pets in fights where melee placement is an issue? I'm asking about both melee pets (Volatile Familiar, Maw of the Infernal spawns, etc.) and ranged (Twilight).

    Pets can be an issue in certain trial boss fights. My raid group asks Sorcs to turn off pets, for example, during the last boss of vet AA because of the chain lightning mechanic. That's why pet Sorcs should have a backup build/gear to run non-pet setups.
    PC NA
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  • SmellyUnlimited
    SmellyUnlimited
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    SammyFable wrote: »
    Could somebody please explain the limitations in trials on "melee slots"?

    Is this for all trials, or just for specific fights with specific mechanics?

    @FrancisCrawford
    A lot of trials like to have a mixture of Magicka and Stamina. Stamina is generally “melee.” You want to keep the harder single target hitters on the boss the whole time (Stamina), and Magicka AoE’s the he’ll out of them. And you want people at different distances (but grouped closely enough for the healer to hit them all). Too many melee and a strong attack that’s short range could potentially wipe them (and then you have an uneven amount of Magicka to rez, etc. and vice verse).

    Aetherian Archive is a great example of this. Stam will stay on the main boss the whole duration. The boss spawns these replica’s that the Magicka needs to take at range. Simpatico.

    So it's not some physical spacing issue? Rather, it's whatever number of team members are not healers, tanks, or ranged DPS?

    Sometimes it is. vAA HM has a chain lightning mechanic, which can kill players if they stack to much. That's why no more than 2 players should be in the same spot. Also the first boss in vmol needs proper placement of players, if people stack more than 3 players will get the debuff which would result in too few purging fields to be active for the next debuff cycle.

    Though I've never found this to impact the usual even spread of Magicka/Stam. The distance needed to not chain isn't that great, and of course moving folks will be blocking. Honestly, I've had more trouble healing the group in HM when people are TOO spread out. Last one I did, folks were spread out like a seance around the boss. So much easier to cover mines and still be in range for combat prayer/ER/etc. when the dps is loose stacked in the same area.
    DO. NOT. WIPE. (in game OR out!)
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