One thing I haven’t seen touched on is the BoL change as it pertains to the cast time.
From a PvE perspective, I like heals with cast times. It means you have to anticipate both positioning and damage levels. Instant heals reduce the skill curve by their nature and are generally inefficient because of their emergency nature.
As we already have an emergency heal, I’m not a big fan of the idea of removing the cast time. I’d prefer if they improve the skill in other ways rather than take the easiest possible route.
DoonerSeraph wrote: »One thing I haven’t seen touched on is the BoL change as it pertains to the cast time.
From a PvE perspective, I like heals with cast times. It means you have to anticipate both positioning and damage levels. Instant heals reduce the skill curve by their nature and are generally inefficient because of their emergency nature.
As we already have an emergency heal, I’m not a big fan of the idea of removing the cast time. I’d prefer if they improve the skill in other ways rather than take the easiest possible route.
I think you're talking about Ritual.
Assuming so, I think as a healer its too dangerous to try and anticipate spike damage with a casting time, be half second off and you have a bunch of dead bodies, and that would be (as always) the healer's fault.
People anticipate big spikes of damage with skills like "Healing Springs".
DoonerSeraph wrote: »One thing I haven’t seen touched on is the BoL change as it pertains to the cast time.
From a PvE perspective, I like heals with cast times. It means you have to anticipate both positioning and damage levels. Instant heals reduce the skill curve by their nature and are generally inefficient because of their emergency nature.
As we already have an emergency heal, I’m not a big fan of the idea of removing the cast time. I’d prefer if they improve the skill in other ways rather than take the easiest possible route.
I think you're talking about Ritual.
Assuming so, I think as a healer its too dangerous to try and anticipate spike damage with a casting time, be half second off and you have a bunch of dead bodies, and that would be (as always) the healer's fault.
People anticipate big spikes of damage with skills like "Healing Springs".
Yep, Ritual is what I’m talking about.
I suppose if they focus restoration staff around heal over time and battery heals and isolate emergency heals into the Templar line there isn’t as much of an issue, but it still seems like there’s significant overlap between both the two healing skill trees as well as the two instant heals on the Templar line.
Back at release, Healing Ritual was one of my favorite skills just because of the cast time and the requirement that you anticipate. If you get it wrong, you end up trying to use emergency heals and do better in the future. I can’t see using it much if it’s reduced to filling the same niche as BoL but with a couple of values swapped around.
jediprime74 wrote: »I have mained a stamplar since launch day on consoles. I don't play on the PTS so I can't speak to much as far as the PTS issues go, other than not seeing anything that buffed or nerfed stamplars much at all.
If the status quo ante is the end result then I can chime in on stamplar issues in PvP and PvE.
Stamplars can shine when it comes to stacking weapon damage, which is great in PvP, but does not carry over well to PvE. Jabs as a PvE skill is great on trash mobs, but not so much on bosses, other than a useful proc mechanism for a monster set or certain other armor sets. One button push = 8 chances, so it's good in that regard.
Stamplars have terrible mobility in PvX, as has been noted by most of the people posting in this thread.
Stamplars have terrible sustain if they play to their strengths, and barely acceptable to reasonable sustain if they sacrifice damage output for sustain via sets/glyphs/using HAs instead of LAs in rotations.
Another painfully obvious omission in the stamplar's toolkit is the lack of a consistent class CC ability. Sure, you can javelin someone and knock them out of your melee range (even with Jabs) or you can use Toppling Charge (a Magicka ability that scales damage with Magicka rather than Stamina, and which has had problems with misfires/glitches/malfunctions since day one). I have repeatedly attempted to use Toppling Charge on my bar, but its performance is, to say the least, underwhelming.
Stamplars have suffered tremendously with the change to Repentance. In PvE it's usually not a big deal, because who takes more than one stamplar (for running a certain set and for a certain skill) into a trial? In PvP, and sometimes in 4 player content the 'one stamplar gets the juice' version of Repentance means you are trying to hit Repentance all the damn time, hoping to be the first one to harvest the souls. Mind you, stamplars are not just competing for that resource return with allied stamplars, but with enemy stamplars as well. Get a lucky button press in and you get a full bar of stamina. Miss it and you get zilch, zero, nada. Good thing your potion cooldown only has 20 seconds left...
A little love would go a long way, but at this point I am waiting for ZOS to nerf the only set that allows stamplars to shine in PvP content. Not going to name it, but anyone who seriously runs a stamplar knows exactly which set I am referring to.
Elsterchen wrote: »Hi there, base combat changes are a blanket-nerf for all stamina chars. In SI damage output is calculated differently from live with max ressource pool beeing significantly more important then on live. This means stacking primary ressource will not only influence the damge dealt by abilities but also influence the damage dealt by LA and HA. While this sounds pretty nice, since one now needs to primarily focus on max ressource pool for higher damage output, instead of keeping a perfect ratio in max ressource pool vs spell/weapon dmg as its handled in live. The simple fact that magica can be stacked much higher then stamina however makes this combat change a big buff for magica users ... by design.
Sure, after SI hits damage output is still affected by spell/weapon damage. Anf stamina users are still able to stack weapon damage much easier then maica users can stack spell damage. Nevertheless, spell and weapondamage influence damae output to a significantly lesser degree once SI launches then they do on live.
The only thing magica users have to do is learn to weave and choose from the many new skills and the many old skills they got and play whatever they like.
Stamina users may choose the one-trick-pony and change weapons to 2H/bow (if they didn't used them already) try wether they can use the one and only new skill they've been given and that's it.
Welcome to Elder Staffs Online.2 We make you win by design magically
... and yes, imo magplars are still the goofed magclass in this. They have a nice new tool in empower, thats not designed to be used by people that do not train their rota 2-3hrs daily. Their burst heal got so expensive they shouldn't slot it anymore... especially since most other classes got nice heal-buffs of their own (hence, can very well heal themselves) and evenso a mobility buff is dangling in front of their noses (the new skill) ... having to sustain one channeled ability during fight is pretty stupid already, having 2 (empower) is not nice ... having 3 (new movement skill) and we are back to templars just standing somewhere not knowing how to compete in fast paced combat.
What's all the stamplars running currently?
What are the build/set combos they have tried?
Recently switched and looking to expanding my knowledge.
jediprime74 wrote: »I have mained a stamplar since launch day on consoles. I don't play on the PTS so I can't speak to much as far as the PTS issues go, other than not seeing anything that buffed or nerfed stamplars much at all.
If the status quo ante is the end result then I can chime in on stamplar issues in PvP and PvE.
Stamplars can shine when it comes to stacking weapon damage, which is great in PvP, but does not carry over well to PvE. Jabs as a PvE skill is great on trash mobs, but not so much on bosses, other than a useful proc mechanism for a monster set or certain other armor sets. One button push = 8 chances, so it's good in that regard.
Stamplars have terrible mobility in PvX, as has been noted by most of the people posting in this thread.
Stamplars have terrible sustain if they play to their strengths, and barely acceptable to reasonable sustain if they sacrifice damage output for sustain via sets/glyphs/using HAs instead of LAs in rotations.
Another painfully obvious omission in the stamplar's toolkit is the lack of a consistent class CC ability. Sure, you can javelin someone and knock them out of your melee range (even with Jabs) or you can use Toppling Charge (a Magicka ability that scales damage with Magicka rather than Stamina, and which has had problems with misfires/glitches/malfunctions since day one). I have repeatedly attempted to use Toppling Charge on my bar, but its performance is, to say the least, underwhelming.
Stamplars have suffered tremendously with the change to Repentance. In PvE it's usually not a big deal, because who takes more than one stamplar (for running a certain set and for a certain skill) into a trial? In PvP, and sometimes in 4 player content the 'one stamplar gets the juice' version of Repentance means you are trying to hit Repentance all the damn time, hoping to be the first one to harvest the souls. Mind you, stamplars are not just competing for that resource return with allied stamplars, but with enemy stamplars as well. Get a lucky button press in and you get a full bar of stamina. Miss it and you get zilch, zero, nada. Good thing your potion cooldown only has 20 seconds left...
A little love would go a long way, but at this point I am waiting for ZOS to nerf the only set that allows stamplars to shine in PvP content. Not going to name it, but anyone who seriously runs a stamplar knows exactly which set I am referring to.
What's all the stamplars running currently?
What are the build/set combos they have tried?
Recently switched and looking to expanding my knowledge.
What's all the stamplars running currently?
What are the build/set combos they have tried?
Recently switched and looking to expanding my knowledge.
Also there is 2 archetypes that you see more than any other:
Bleed Stamplar with Dw+2h and 1h&s+2h templars in either medium with high resistances or heavy.
Sets always depend on the Player but bone pirate is used on almost any build as you really Need the sustain also Serpent mundus is set for most builds as well as 1-2 regen glyphs
What's all the stamplars running currently?
What are the build/set combos they have tried?
Recently switched and looking to expanding my knowledge.
Also there is 2 archetypes that you see more than any other:
Bleed Stamplar with Dw+2h and 1h&s+2h templars in either medium with high resistances or heavy.
Sets always depend on the Player but bone pirate is used on almost any build as you really Need the sustain also Serpent mundus is set for most builds as well as 1-2 regen glyphs
jediprime74 wrote: »I have mained a stamplar since launch day on consoles. I don't play on the PTS so I can't speak to much as far as the PTS issues go, other than not seeing anything that buffed or nerfed stamplars much at all.
If the status quo ante is the end result then I can chime in on stamplar issues in PvP and PvE.
Stamplars can shine when it comes to stacking weapon damage, which is great in PvP, but does not carry over well to PvE. Jabs as a PvE skill is great on trash mobs, but not so much on bosses, other than a useful proc mechanism for a monster set or certain other armor sets. One button push = 8 chances, so it's good in that regard.
Stamplars have terrible mobility in PvX, as has been noted by most of the people posting in this thread.
Stamplars have terrible sustain if they play to their strengths, and barely acceptable to reasonable sustain if they sacrifice damage output for sustain via sets/glyphs/using HAs instead of LAs in rotations.
Another painfully obvious omission in the stamplar's toolkit is the lack of a consistent class CC ability. Sure, you can javelin someone and knock them out of your melee range (even with Jabs) or you can use Toppling Charge (a Magicka ability that scales damage with Magicka rather than Stamina, and which has had problems with misfires/glitches/malfunctions since day one). I have repeatedly attempted to use Toppling Charge on my bar, but its performance is, to say the least, underwhelming.
Stamplars have suffered tremendously with the change to Repentance. In PvE it's usually not a big deal, because who takes more than one stamplar (for running a certain set and for a certain skill) into a trial? In PvP, and sometimes in 4 player content the 'one stamplar gets the juice' version of Repentance means you are trying to hit Repentance all the damn time, hoping to be the first one to harvest the souls. Mind you, stamplars are not just competing for that resource return with allied stamplars, but with enemy stamplars as well. Get a lucky button press in and you get a full bar of stamina. Miss it and you get zilch, zero, nada. Good thing your potion cooldown only has 20 seconds left...
A little love would go a long way, but at this point I am waiting for ZOS to nerf the only set that allows stamplars to shine in PvP content. Not going to name it, but anyone who seriously runs a stamplar knows exactly which set I am referring to.
Lemme guess, starts with an r and ends with an r...
Murador178 wrote: »What's all the stamplars running currently?
What are the build/set combos they have tried?
Recently switched and looking to expanding my knowledge.
Also there is 2 archetypes that you see more than any other:
Bleed Stamplar with Dw+2h and 1h&s+2h templars in either medium with high resistances or heavy.
Sets always depend on the Player but bone pirate is used on almost any build as you really Need the sustain also Serpent mundus is set for most builds as well as 1-2 regen glyphs
From my observation on the pts: stamplar is now the worst class for PvP. Staff light attacks hit insane high and the defense of a 2h/bow or dw/2h stamplar is just lower then the other stam classes. On top of that ur opening urself for some easy burst while u are jabbing. That stamplar got the worst sustain+ bad mobility ontop of that doesnt help either.
Stamplar get zero active changes on there abilities. But the changes to 2h weapons and increase of light attack dmg affects them in a negative way:
- like @BohnT mentioned most stamplars are running dw/2h or snb/2h not profitting from them
- when using jabs u are light attacking less then the other classes not profitting from the light attack dmg increase.
- Most other classes got direct buffs.
How about using hulking draugr, since it buffs damage and healing and mostly also increases the damage of might of the light. I think it fits in a bit better than automaton.
How about using hulking draugr, since it buffs damage and healing and mostly also increases the damage of might of the light. I think it fits in a bit better than automaton.
How about using hulking draugr, since it buffs damage and healing and mostly also increases the damage of might of the light. I think it fits in a bit better than automaton.
How about using hulking draugr, since it buffs damage and healing and mostly also increases the damage of might of the light. I think it fits in a bit better than automaton.
More often than not there is no space to use HD.
Bone pirate gives you 2k less stamina but 2 much needed regen boni and most other sets win out damage wise or utility wise.
I'm really not a fan of automaton as you don't get any buffs to your healing which is always a critical point with stamplar.
Also I'm not a fan of HD because in most 1v1 situations you won't reach the PotL cap even without the extra 6k damage.
From my experience you deal more damage overall and with PotL if you choose another set over HD.