CatchMeTrolling wrote: »Mag is capable of dominating just as much, bgs was filled with mag builds at one point. I played magplar in bgs for a good amount of time and was able to perform well. In fact, you have a better chance on a class like magplar to dominate in every game mode for the simple fact you can heal, do damage and take damage which is rewarded in bgs.
The only reason I wouldn’t play mag is because of the lack of mobility but for that I’d just play magblade.
I don't think mobility is that much of a problem honestly. Some do run, but I mainly top score by kiting around spawn with a lingering speed pot.
BANK_IT_HERE wrote: »
I just don't feel I have room on my bars that is just for mobility, because I it's not a skill I would use in combat, except to chase stam around???
Any movement speed buffs working while holding onto objectives is bad design IMO. Speed while carrying an objective should be the same across the board regardless of what your build is or gear set or whatever.
This is especially bad when movement speed can differ so much from one player to the next and the run between objectives are extremely short.
ZOS needs to poach a pvp dev from WoW or something to get these things sorted because they're getting so many extremely basic things wrong when it comes to balance in instanced pvp. Other games solved these problems years ago.
If you can’t find a slot for a mobility utility skill that also empowers your next attack and deals undodgeable damage then idk what to really say tbh. If you’re consistently having problems with your build against stam specs and refuse to adjust then quite frankly that’s a you issue not a stam issue.
Stam is very strong in BGs, but it’s less about mobility and more about on demand aoe burst via DBoS/Leap(warden, dk, stamplar), or Being able to run tons of damage and rely on in class sustain/escape tools(NB, sorc).
But, let’s be honest, the single most impactful spec in any BG is a tanky magplar healer and it’s not even close. Assuming equal skill between two groups it’s usually the group with the superior healer that will consistently win. Furthermore, Resto Ult is insane in BGs and there are so many magika based support sets you can make a solid argument for minimum 2 Magika specs in an ideal group comp
Mojomonkeyman wrote: »Bleeds dominate BGs. It's disgusting.
^^^^^
100% agree
I’ll also add that I love BGs, but flaws like these are so painfully obvious rn.
BANK_IT_HERE wrote: »
Yeah, I know I'm not changing anything. My main is a MagDK, and I am going to stick with him for PVP...except when I need to level Assault/Support for a toon. Just annoying when I run across the map in Crazy King or Domination and then get cc'd while out of stam. Or my stam hasn't recovered, and time to go to new point.
BANK_IT_HERE wrote: »
Yeah, I know I'm not changing anything. My main is a MagDK, and I am going to stick with him for PVP...except when I need to level Assault/Support for a toon. Just annoying when I run across the map in Crazy King or Domination and then get cc'd while out of stam. Or my stam hasn't recovered, and time to go to new point.
Also, speed pots are a must in BGs if you lack mobility.
Stam dominates objectives* in BGs. But now that the age of DM spam has dawned, we are seeing group composition shift to more mag specs represented.
Mag is more effective at playing 3 team PVP, by which I mean positioning yourself to the outside, only engaging strategically and picking up kills at range (while the stam heavy squads do the heavy lfiting and bash on eachother). Many changes in past 2 patches have contributed to this- the advent of Caluurions, Sload, zaan stands out. Add in 2pc bonus to staves to add mag offense, and balance changes like Rune Cage buff, top it off with a guarantee of Deathmatch (less need for mobility) - we will see more mag-heavy group compositions in beegees
Speed pots need a nerf IMO... 100% uptime on Major Expedition at zero resource cost is ridiculous.
BANK_IT_HERE wrote: »
Yeah, but it's tough. I run a Dark Elf, and like my magicka/health/immovability pots for fights.
It’s not 0 resource cost. If you compare it to a tri-pot you lose 200+ “regen” of each stat. ~200 is the base return not even considering the regen modifier. You also lose access to spell/weapon crit as a potion effect.
There’s an opportunity cost, but in situations where you need the mobility(kiting, BGs) then they’re definitely king. However, just because you have them doesn’t mean you always have to use them, if a tri-pot or detect pot or immovable pot is more valuable in a specific scenario you can always just use one of them instead
I mean, I get all your build decisions, I understand why you prefer immovable pots I understand why you don’t slot chains. I really, really, do.
However, with all due respect, do you think that choosing to take advantage of 0 of the mobility options available to you and then complaining about mobility of others is a reasonable place to start a discussion? Are you aware that most stam builds run speed pots?
It’s not 0 resource cost. If you compare it to a tri-pot you lose 200+ “regen” of each stat. ~200 is the base return not even considering the regen modifier. You also lose access to spell/weapon crit as a potion effect.
There’s an opportunity cost, but in situations where you need the mobility(kiting, BGs) then they’re definitely king. However, just because you have them doesn’t mean you always have to use them, if a tri-pot or detect pot or immovable pot is more valuable in a specific scenario you can always just use one of them instead
I mean, I get all your build decisions, I understand why you prefer immovable pots I understand why you don’t slot chains. I really, really, do.
However, with all due respect, do you think that choosing to take advantage of 0 of the mobility options available to you and then complaining about mobility of others is a reasonable place to start a discussion? Are you aware that most stam builds run speed pots?
BANK_IT_HERE wrote: »
Yes, I am aware stam runs speed pots. I choose immovability for general play because MagDKs, by design, are immobile and stuck in the middle of the fight. Stam are also melee, but much more mobile, especially when they run medium armor. I also feel the need for the magicka and health. I could do without the immovable in many cases, but there are no magicka/health/speed pots. So, it's just an add-on. The stam issue is a general issue that affects all magicka builds in some way, except perhaps sorcs if they have streak and/or boundless storm and nightblades if they run double take. I could run speed pots to get from point A to point B, but then I wouldn't have what I want when a fight happens in between. Just my choice. I do fine, and I'm not complaining, but I am just noting when I play my MagDK like they seem to be designed to be played, or mag in general, there is a serious shortage of stam on many game modes.
Any movement speed buffs working while holding onto objectives is bad design IMO. Speed while carrying an objective should be the same across the board regardless of what your build is or gear set or whatever.
This is especially bad when movement speed can differ so much from one player to the next and the run between objectives are extremely short.
ZOS needs to poach a pvp dev from WoW or something to get these things sorted because they're getting so many extremely basic things wrong when it comes to balance in instanced pvp. Other games solved these problems years ago.