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PTS Update 18 - Feedback Thread for Templar Balance

  • DoonerSeraph
    DoonerSeraph
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    Darrett 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".
    Edited by DoonerSeraph on April 28, 2018 2:05PM
  • technohic
    technohic
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    I would have rather had it become a HOT
  • Darrett
    Darrett
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    Darrett 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.
  • Drdeath20
    Drdeath20
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    Darrett wrote: »
    Darrett 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.

    Its 10 meter radius makes it tough to use in trials/dungeons and thats the only place where somebody could justify a heal with a cast time.
  • Darrett
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    Drdeath20 wrote: »

    Its 10 meter radius makes it tough to use in trials/dungeons and thats the only place where somebody could justify a heal with a cast time.

    I could definitely see a radius increase along with several other skills getting the same.
  • Drdeath20
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    Darrett wrote: »
    Drdeath20 wrote: »

    Its 10 meter radius makes it tough to use in trials/dungeons and thats the only place where somebody could justify a heal with a cast time.

    I could definitely see a radius increase along with several other skills getting the same.

    Yeah i dont mind the homogenization of skills aslong as every class have something unique and powerful about them.
  • jediprime74
    jediprime74
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    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.
    Guildmaster of Fool's Errand, PvX/social, beginner to endgame Guild.

    Guildmaster of Fools for the Pact an Ebonheart Pact PvP Guild.

  • Elsterchen
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    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.

    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.
  • jediprime74
    jediprime74
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    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.

    I had noted the changes to overall combat, but was focused specifically on stamplar-centric changes (i.e. - abilities).

    Regarding PvE - I have decided to retire my stamplar from trials...good thing I have a magsorc for trials if I decide to run them.

    Stamina's time in the sun was nice while it lasted, but stamina has usually played second fiddle to magicka since this game has been released. I guess maybe ZOS is simply getting back to basics...
    Guildmaster of Fool's Errand, PvX/social, beginner to endgame Guild.

    Guildmaster of Fools for the Pact an Ebonheart Pact PvP Guild.

  • Minno
    Minno
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    What's all the stamplars running currently?
    What are the build/set combos they have tried?

    Recently switched and looking to expanding my knowledge.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • BohnT
    BohnT
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    Minno 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.

    2pc slimecraw
    5pc bone pirate
    5pc clever Alchemist (1h+s only)
    1pc Asylum 2h hammer ( more reliable than the bleed and almost always outdamages sword)

    2 wpn damage glyphs + 1 stam regen
    Boon: serpent
    Bar setup: 1h+s: focus, reverb, vigor, ransack(for more damage with penetration, can be swapped with heroic), purge ult: 1h&s
    2h: PotL, executioner, rally, jabs, shuffle ult: DBoS

    The bar setup isn't full tryhard mode, you'd want to swap vigor and PotL with each other for more healing and a higher damage cap on PotL but i like having a heal on each bar so i'm not *** when barswap isn't working
  • templesus
    templesus
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    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...
  • BohnT
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    Minno 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

  • Minno
    Minno
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    BohnT wrote: »
    Minno 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

    Thanks!!!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Murador178
    Murador178
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    BohnT wrote: »
    Minno 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.
    Edited by Murador178 on April 29, 2018 3:47PM
  • Joy_Division
    Joy_Division
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    templesus 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...

    Stamplar does seem rather ravaged this patch, does it not? Good Luck Minno!
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • casparian
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    @Minno Impreg + Master DW + Agility + Blood Spawn has been dominant in duels lately. Good old Bone Pirate + Ravager + Blood Spawn has been good in open world for ages and still is. Lots of us also run Automaton open world, and pair it with Impreg if we want tankiness, Bone Pirate if we want sustain without heavy attacking (but you don't need that on DW), or Acuity if we want burst. There are lots of other interesting things you can do with stamplar, but I think those are the standards.

    Mag restore rune vs. tankiness rune is an interesting choice. The mag restore one + Windunning makes a huge difference in how often you're able to purge.

    Edit: always in medium. Stamplar really needs medium for the passives.
    Edited by casparian on April 29, 2018 3:59PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • templesus
    templesus
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    @Minno if you’re looking for a simple open world setup, bone pirate bloodspawn agility in medium with asylum 2h and masters bow, or bone pirate ravager bloodspawn in heavy(need DW for better sustain). In terms of PvE, it’s looking like 5 Acuity 5 Ravager 1 slime 1 Kragh will take the cake
    Edited by templesus on April 29, 2018 4:07PM
  • technohic
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    I 2h and bow as I like keeping a range option. With 5 hunding 4 night mother embrace 2 bloodspawn. I have several load outs though but I’ve favored that. If no ranged necessary; I like 1h shield in place of bow for bash defile and will run cowards as a decent sustain set.
  • Minno
    Minno
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    @Joy_Division , @casparian , @templesus @technohic @BohnT thanks all!

    I'll be playing stamplar heavily till I run out of ideas. I've exhausted my magplar and need the challenge.
    Murador178 wrote: »
    BohnT wrote: »
    Minno 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.

    Should be noted that bow has the highest light attack and heavy attack DMG based on what I'm seeing on the build editor. With a lack of a spamable, I'd wager builds that can run a ranged option will benefit. Stamplar seems unique in that we can both a shield and a melee range option without the need for a weapon. Magplars are swapping to staffs, and I'd imagine the same should be for stamplar for bow.

    I'm currently crafting a straight up RP flavor Oblivion Monk, and fishing for info on other setups. I think it's going to be fun but vastly different direction than magplar.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Checkmath
    Checkmath
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    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.
  • Minno
    Minno
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    Checkmath wrote: »
    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.

    It will buff bow light attacks right?
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Checkmath
    Checkmath
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    Sure it will :p
  • Minno
    Minno
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    Checkmath wrote: »
    Sure it will :p

    Bow-chubbies incoming lol
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • BohnT
    BohnT
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    Checkmath wrote: »
    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.
  • Elsterchen
    Elsterchen
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    Checkmath wrote: »
    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.

    Yep, only missing the pants ... got about 100 pairs of shoes, tho. RNGius trolls me hard in direfrost... I know you females love shoes: here have another pair! But please stick to panties, no pants for you, hun. ;)

    But on a serious note... stamina would need some ability that increase % of max stam in order to truly compete. Bow is an option, (personally i don't like it and won't play it, but numbers prove me wrong in not doing it and expecting to be able to compete), but are we now all supposed to be playing range? Poor tanks.

  • Minno
    Minno
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    I ended up testing 5pc shackle/5pc rangers gait/2pc troll/pirate Skeleton. (35k Stam, 14k mag, 21k health, 3k-3.5k WD before beserker, 1800-1999 SR, and 49-43% crit chance.)

    Much more fluid than magplar, in my opinion. Little squishy but I think that's more of the fact I'm a playing outside my comfort zone lol. But lots of passive healing, passive dots, dodge chance, ranged burst and melee bleeds.

    I'll need to tweak; my one ranger gait sword is training lol. And my bow isn't nirn with one armor having mag enchant instead of Stam/health.

    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • nud3_voxel
    nud3_voxel
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    Honestly I'd just like the damage copy from POTL to be fixed (and maybe allow it to crit?). With the changes to sunder next patch stamplar might become less useful. Fixing the damage copy would go a long way (if stamina still stays viable anyways).
  • Runefang
    Runefang
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    If they don't make any changes I won't be too displeased, I'm seeing a 3-4k dps increase on my ranged magplar.
  • Checkmath
    Checkmath
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    BohnT wrote: »
    Checkmath wrote: »
    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.

    bone pirates 5th stamina bonus doesnt seem to work at all. there are several threads about it: the 2k stam neither increase your damage nor your healing. thats what several players already stated. if this is true, bone pirate atm is pretty garbage only providing 150 stam recovery as a 5th bonus...
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