I actually don't play range so don't know the whole setup - I would guess at Dark flare but you're probably better off speaking to one of the ranged guys in here.
I know @Joy_Division is one so maybe he'll know.
LeifErickson wrote: »LeifErickson wrote: »Got a few questions I was hoping some of you guys might have good answers for.
I use reflective light right now, but it feels like it hits for almost nothing and would rather use spear next patch in its spot, but I can't find a good way to get the major crit back. Any advice there?
I also wanna try a build with Willpower front bar and a monster 2 piece with 4 and 4 body and both 5 pieces back bar. The sets that could work with this are spell power cure, transmutation, gossamer, clever alchemist, acuity (I might have missed some). I prefer to run heavy but I could go light with protective and try to build stam with tri glyphs. I'm just not sure if those sets are worth building that way. Any thoughts there? I'm not sure if gossamer would be worth it as I block pretty much all ultimates so I'm not sure I would get much benefit.
Also what do you guys think about sanctuary?
This is for solo and small group play.
For your backbar next patch, don't forget that new heavy set that gives Major Protection when you cleanse a negative effect. Less valuable if you're running Empowering Sweep, but it's going to be give 50% uptime on Major Protection, which is pretty attractive.
You're an Argonian right? Have you considered Immov/Major Prophecy potions in place of Reflective Light? Unless you consider tri-pots non-negotiable.
Crit source options:
- health/mag/crit pots
- spell power pots
- vamps bane
- inner light front bar with a crit bonus set on backbar (trans).
Sets:
- willpower always works, assuming your 5pc sets can activated via 5pc body, 3jewel, backbar weapons. Or you can do 4pc body 1 weapon+3 pc jewels, 1pc body and 1 weapon.
- slotting inner light on backbar roughly equals the same bonus as willpower. SO you can equalize your stats without annoying backbar bar swap issues.
- clever will work backbar with the 4,4 weapon setup. Most of the sets mentioned can; trans is nice because it benefits yourself while buffing your group.
Treasure hunter is great too. It's a solid set that I plan to run on certain builds and have friends who swear by it.
I don't have much experience with magplar
Can you share your bar setups for Battlegrounds / Openworld No-CP?
I was thinking to try something like this:
https://en.uesp.net/wiki/Special:EsoBuildData?id=90710
Ok, I gave it a try and there's something I didn't understood
If I cast Eclipse (Total Dark) followed by a Stun (Toppling Charge), does my target have to break free once or twice?
Dark Flare is a great skill! I love using it but have to admit the risk vs reward is out of whack...
Long cast
Interruptible
Visual telegraph
Looonnng travel time
Sound cue that is loud af
Blockable
Dodgeable
All those downsides and it still gets to be hard-countered by Dk's, Wardens, Nightblades, and Sorcs with Ball.
Get ZOS'd Templar plebs.
TheDoomsdayMonster wrote: »Brutusmax1mus wrote: »TheDoomsdayMonster wrote: »With the coming change to Major Evasion, anyone here going to revisit Spectre's Eye/Hist Bark/Gossamer?
After all, 25% resist to all AoE looks really good on paper...
Yes, it will suffer from diminishing returns, but the damage negation should be significant...
It's not nearly as much as most are ASSUMING, although gossamer could be used in zerg vs zerg
Agreed...
Let's examine some math...
If one has max resists and is subject to a 10000 point AoE attack, your resists bring the damage down to half (5000 points of damage)...
Major Evasion will then reduce the damage by another 25% bringing it down to 3750; saving you another 1250 points of damage...
In other words, Major Evasion only negated 1250 of the original 10000 points of damage which is 12.5% damage negation...
In conclusion, Major Evasion will be good (and you will see a noticeable difference vs AoE), but it won't be overpowering...
TheDoomsdayMonster wrote: »Brutusmax1mus wrote: »TheDoomsdayMonster wrote: »With the coming change to Major Evasion, anyone here going to revisit Spectre's Eye/Hist Bark/Gossamer?
After all, 25% resist to all AoE looks really good on paper...
Yes, it will suffer from diminishing returns, but the damage negation should be significant...
It's not nearly as much as most are ASSUMING, although gossamer could be used in zerg vs zerg
Agreed...
Let's examine some math...
If one has max resists and is subject to a 10000 point AoE attack, your resists bring the damage down to half (5000 points of damage)...
Major Evasion will then reduce the damage by another 25% bringing it down to 3750; saving you another 1250 points of damage...
In other words, Major Evasion only negated 1250 of the original 10000 points of damage which is 12.5% damage negation...
In conclusion, Major Evasion will be good (and you will see a noticeable difference vs AoE), but it won't be overpowering...
You should hop on the PTS and test that. Because whether it is a bug or not, the Major Evasion seems to be stacking additively with Resistance when I tested it.
I haven't had a lot of opportunity to see how it works but I've re-morphed Total Dark to Unstable Core as my CC in my ranged build which is a couple dozen pages back by now (lol).
Armor: 5 Torug's Pact, 2 Valkyn Skoria (CP) or 1 Chudan + 1 Pirate Skelly (no CP), 5-1-1 Light
Jewelry: 3 Spinner's, 2 swift + 1 arcane, 1 recovery + 2 damage glyphs
Spinner's Flame staff, infused, offensive bar, flame enchant
Willpower Resto staff, infused, defensive bar, absorb magicka enchant (can use weapon/spell damage instead)
offensive bar skills: Crushing Shock, Ele Drain, Reflective Light, Purifying Light, Unstable Core, Shooting Star
defensive bar skills: Elusive Mist, Extended Ritual, Degeneration, Honor the Dead, Channeled Focus, Light's Champion
The goal is to just put a lot of pressure on opponents via the flame enchant on front bar consistently proc-ing because of Torug's + Infused. Between that and the other skills I can get weaker opponents down surprisingly quickly and put better opponents on the defensive. I tend to just use the Light's champion so I can go offensive while it ticks, I typically don't cast shooting star at all but it does give me the mage guild passives on both bars with degen on the other. I used to have Jesus beam slotted but I never felt comfortable mixing it up and halting the light attack rotation (which stops my enchants from hitting). I could slot Elemental Weapon instead of Crushing shock but I do love that interrupt CS gives.
.
guys can you give me an idea/update of magplars in Murkmire?
But blazing shield got nerfed twice from the armor mitigation reduced the DMG and then again by Zos misunderstanding their changes.
Thoughts on this build?
I'm trying Invigorating Drain (Vampire) as spammable. That ulti-gen is addicting
https://en.uesp.net/wiki/Special:EsoBuildData?id=90710
Fun fact: Drain can hit an enemy behind you while immobilized. Very useful against MagDK
HtD is frontbar for the higher spell damage / crit from Dual Wield
I'm using Dual Wield because Invigorating Drain doesn't have a big range
For Extended Ritual I think you're right, I might move it backbar
CatchMeTrolling wrote: »Burst heal makes more sense on your front bar since templars have one of the hardest times switching from defense to offense. I played both ways but front bar is more reliable, not to mention your front bar usually has the most spell damage which boost heals.
You can still run powered on your back bar to boost ritual, I’m not sure if it buffs meditate. Defending is probably the better trait for a magplar. Stamplar benefits more from powered back bar if you use rally.
CatchMeTrolling wrote: »Plus it’s a bad idea to suggest any new player to run snb and frost on their back bar along with their burst heal. You’re putting them in the position to get killed due to inexperience.
DeadlyRecluse wrote: »CatchMeTrolling wrote: »Plus it’s a bad idea to suggest any new player to run snb and frost on their back bar along with their burst heal. You’re putting them in the position to get killed due to inexperience.
Eh, I think part of that is also where any given player chooses to play--in BGs, off-hours open world, etc. I can usually get away with barswapping more frequently, but as soon as there's any lag having that burst heal on the front bar is pretty imperative.
CatchMeTrolling wrote: »I think this thread shows how many people play in groups vs solo. A lot of the things will not work by yourself when multiple people are beating on you. The reality is you’re going to get stuck on your back bar vs any competent player . This is why I find most Templar players easy to kill because they get stuck on defense.
Plus it’s a bad idea to suggest any new player to run snb and frost on their back bar along with their burst heal. You’re putting them in the position to get killed due to inexperience. Actually the average person that switch to Templar usually tells me “I don’t know how you play Templar because they’re so squishy”. Until I give them suggestions explaining why they should run what I’m telling them. Keep in mind you’re talking to someone who played magplar predominantly solo for the longest and as dps Templar when it took forever to complete the Templar bounty.
CatchMeTrolling wrote: »I think this thread shows how many people play in groups vs solo. A lot of the things will not work by yourself when multiple people are beating on you. The reality is you’re going to get stuck on your back bar vs any competent player . This is why I find most Templar players easy to kill because they get stuck on defense.
Plus it’s a bad idea to suggest any new player to run snb and frost on their back bar along with their burst heal. You’re putting them in the position to get killed due to inexperience. Actually the average person that switch to Templar usually tells me “I don’t know how you play Templar because they’re so squishy”. Until I give them suggestions explaining why they should run what I’m telling them. Keep in mind you’re talking to someone who played magplar predominantly solo for the longest and as dps Templar when it took forever to complete the Templar bounty.
CatchMeTrolling wrote: »I think this thread shows how many people play in groups vs solo. A lot of the things will not work by yourself when multiple people are beating on you. The reality is you’re going to get stuck on your back bar vs any competent player . This is why I find most Templar players easy to kill because they get stuck on defense.
Plus it’s a bad idea to suggest any new player to run snb and frost on their back bar along with their burst heal. You’re putting them in the position to get killed due to inexperience. Actually the average person that switch to Templar usually tells me “I don’t know how you play Templar because they’re so squishy”. Until I give them suggestions explaining why they should run what I’m telling them. Keep in mind you’re talking to someone who played magplar predominantly solo for the longest and as dps Templar when it took forever to complete the Templar bounty.
This probably just is a matter of opinion, but I really disagree with you, that burst heal should be on the frontbar. I also would immediately recommend to newbies again and again to slot a burst heal on their backbar, where it is more likely to recover. Normally backbars profit from either more resistances, more healing power or better blocking. Not slotting HtD there makes not much sense in my opinion, because you just profit more of the healing, when you at the same time mitigate more damage. Even a new player will be served better, when he survives some seconds more due to block or better mitigation, if help is on the way. There are enough situations, where you just have to survive a bit longer instead of trying to go offensive (which is only a bar swap away). Saying new players will die due to experience, when going with snb or ice staff and HtD backbar does not make sense at all. It is the easiest way to survive on a magplar and helps especially new players learning more due to longer fights. Blocking is the first reaction new players will take when overwhelmed and slotting snb is the best way to augment the survivability in this situation. Right, new players will probably then be stuck on the backbar, but slotting HtD on the dual wield bar would have killed them already.
I am playing with snb backbar for years now and I do not see any sense in your statement before. If you get stuck in healing on magplar, it is not the weapon, which leads to that result, it is only the missing experience. Especially when multiple people are beating on you, then a short snb block and HtD cast is the best life saver. If you do not want to get stuck there, go for the counter attack after that, dodge roll, stun or mistform. This all works very well solo and in a group.
CatchMeTrolling wrote: »DeadlyRecluse wrote: »CatchMeTrolling wrote: »Plus it’s a bad idea to suggest any new player to run snb and frost on their back bar along with their burst heal. You’re putting them in the position to get killed due to inexperience.
Eh, I think part of that is also where any given player chooses to play--in BGs, off-hours open world, etc. I can usually get away with barswapping more frequently, but as soon as there's any lag having that burst heal on the front bar is pretty imperative.
Lag is only one issue with it. If I’m on my stamplar simply swapping to your back bar and burst healing isnt saving you from my assault, especially once those bleeds get going. You’re going to struggle against anyone that knows how to keep up pressure. So if you’re stuck purging and healing with few attacks in you’re just delaying the inevitable.
Stamplar, both nbs and magdk in the right hands I can see really giving a player trouble because they force people to back bar.