Currently Caluurion's front bar only, Shacklebreaker both bars, Julianos resto, and Skoria 2 piece.
Caluurions is great for burst, and Shacklebreaker for max stats (with tri-food). > 19k stam pool is great for rolling more often than I should and breaking free.
Having the Julianos resto just stops spell crit from bouncing around between bars. I am however very interested in the Blackrose resto when that arrives.
Skoria is primarily for the health 1 piece, to keep me above 27k health with battle spirit. Using 1 dot skill, plus double dot poison on 2H front bar procs the skoria meteor just enough to vindicate the 2 piece. I would like to try Thurvokun instead of Skoria though, but pugging Fang Lair is proving painful, and so far i've only been able to drop the medium helm.
The theory is pew pew back bar to build up merciless while closing distance, then when ready, stealth and nuke.
I enjoy the play style, and have way more fun than I ever did destro/resto
You have to use destro for DMG now, even on melee range.
Currently Caluurion's front bar only, Shacklebreaker both bars, Julianos resto, and Skoria 2 piece.
Caluurions is great for burst, and Shacklebreaker for max stats (with tri-food). > 19k stam pool is great for rolling more often than I should and breaking free.
Having the Julianos resto just stops spell crit from bouncing around between bars. I am however very interested in the Blackrose resto when that arrives.
Skoria is primarily for the health 1 piece, to keep me above 27k health with battle spirit. Using 1 dot skill, plus double dot poison on 2H front bar procs the skoria meteor just enough to vindicate the 2 piece. I would like to try Thurvokun instead of Skoria though, but pugging Fang Lair is proving painful, and so far i've only been able to drop the medium helm.
The theory is pew pew back bar to build up merciless while closing distance, then when ready, stealth and nuke.
I enjoy the play style, and have way more fun than I ever did destro/resto
5-1-1 light armor? Just clarifying. I'm interested with your route of going all in on stats with shackle breaker + tri foods. It's usually amber plasm + tri food, or shackle + witchmother. amber plasm comes out on top between those 2 setups though. How is the sustain with shackle+tri food?
I always aim to have around 2000 magicka recovery + siphoning on my magblades since i dont want to run out of resources against many, while having just enough damage for burst combos.
i've been running zaan/innate/surge with vma resto for a long time now. it's ok. caluurions would be better than surge if you can farm the 2h.
innate axiom vs shackle vs that new mag set that is the bone pirate equivalent are all interesting ideas. even sloads could be good.
thurvoken i dont think would be good in this build. you arent sitting around brawling which is what thurv needs as the bile pit expands in your fight. skoria or zaan are bis.
i wish i could play destro/resto but i honestly just dont understand that playstyle. dmg is underwhelming...usually just getting dodge rolled on your swallows or elementals and the lack of FM and quick movement with cloak/conceal just makes you an inevitable sitting duck.
melee is much easier to obtain a kill. zaan/skoria and caluurion are bis. pair that with w/e. sloads/innate/shackle/amber/mag bone pirate. all could work.
ScruffyWhiskers wrote: »I don't play nearly as much as I used to but having come back recently for Summerset, I have found that magicka melee nb is in pretty much the same postion it was 2+ years ago.....lots of frustration with moments of pure joy. Without the appearance of Caluurians I would have just walked away again.
I am running 5 1 1 light. DW swords/Restro with Caluurian, War Maiden and Slime Craw. I've tried Zaan and found that it's just too unreliable and it's only effective if the target player does not know what it is and how to counter or can't visually see the beam due to a glitch. I have a vr 14 Valkyn Skoria set that I sometimes use but I don't want to spend any time farming a vr 16 again. And cripple + lotus just isn't enough to really get a proc off consistently. So I just use slime for the extra modest constant damage boost and spell crit.
Unlike a stam blade you have to really pick your fights and know when to give up on certain builds/players.Mag sorcs, Hurricanes and rolly pollie stam blades are the most frustrating. You really have to give up and try to reset if you don't catch them unprepared. Players above 25k hp should be avoided. Best to surf the ebbs and flows between outposts and keeps looking for the wounded and horsies. Escape and evasion are almost impossible if you get marked or have a detect potion user on your tail.
Maybe it's just rose tinted glasses but melee class skill nb was the most fun that first summer after launch. A game has to evolve though. I've been critical in the past...even apocalypticly so sometimes. But the combat team and Wrobel have done a pretty good job over the years. It's a tough and mostly thankless job and I wouldn't want to walk very far in their shoes.
Melee mageblade is subpar. Just go destro/resto and run crushing shock. Opens you up to more options and a more variable play style.
Magicka Melee nb is counter intuitive. You can’t dodge roll for days and have no class shield. You don’t really have enough burst damage to kill most players and a nb needs to rely on not getting hit via cloak and teleport. With all the counters to cloak. Ask yourself, as squishy as a nb is in LA why would you put yourself in melee range? You’ll get roasted by DKs, mag sorcs, bleeding stam sorcs, jabbing Templars, and stamblades. Last thing you want to be is in melee range. Now you might think you’ll gank or get in get out for a quick kill but Concealed weapon hits like a wet noodle and if that’s the playstyle you want stamblade does it better.
I run fire destro with cauulrons legacy and spinner set. Skoria is probably best but I prefer grothdar with 3 piece swift jewelry. I prefer crushing shock as a spammable because it hits from range, non reflectable, procs weapon enchants, 10% spell pen, and slotting a destro skill gives you increased damage. Going destro is s no brainer over melee. Unless you enjoy getting frustrated with having a very small target pool to pick and choose from while attempting to weave in and out of combat from melee range. In addition to watching your concealed weapon get block, absorbed, dodge rolled, or flat out misses 90% of the time.
by that time likely another new patch has dropped with new gear to try
I haven’t seen anyone here talk about using forward momentum but my build uses it.
I haven’t seen anyone mention impreg or willpower, or even 2 heavy chest & legs in reinforced & the rest light with nirnhoned, but I’ve ran/may still be running that.
Glhf
-Kai
LOL
To be fair, I really haven’t played much over the last patch, but I will say melee magblade was never meant to be an easy playstyle; you are intentionally putting yourself at a disadvantage against many more optimized, efficient, synergistic, & overall easier build/class combinations.
That being said, if you still want to perform this playstyle, realize you need to open your mind (& in game wallet) & be ready to spend millions on theory crafting. You have to try to maximize what you have available and what you need, even if it’s not fotm.
When you die, think about why & what you can change. A build is never finished, always think of improvement. Only when you have tried every possible improvement & still revert to your original, can you call it complete. (& by that time likely another new patch has dropped with new gear to try)
I haven’t seen anyone here talk about using forward momentum but my build uses it.
I haven’t seen anyone mention impreg or willpower, or even 2 heavy chest & legs in reinforced & the rest light with nirnhoned, but I’ve ran/may still be running that.
Think outside the box, stick with it, & git gud.
Glhf
-Kai
Melee mageblade is subpar. Just go destro/resto and run crushing shock. Opens you up to more options and a more variable play style.
Magicka Melee nb is counter intuitive.
That being said, if you still want to perform this playstyle, realize you need to open your mind (& in game wallet) & be ready to spend millions on theory crafting. You have to try to maximize what you have available and what you need, even if it’s not fotm.
When you die, think about why & what you can change. A build is never finished, always think of improvement. Only when you have tried every possible improvement & still revert to your original, can you call it complete. (& by that time likely another new patch has dropped with new gear to try)
I haven’t seen anyone here talk about using forward momentum but my build uses it.
I haven’t seen anyone mention impreg or willpower, or even 2 heavy chest & legs in reinforced & the rest light with nirnhoned, but I’ve ran/may still be running that.
Think outside the box, stick with it, & git gud.
Glhf
-Kai
ScruffyWhiskers wrote: »by that time likely another new patch has dropped with new gear to try
Wish there was more gear that was useful for a mag melee build. Just look at the latest arena weapon offerings. It would be nice if they came up with versions that made sense for magicka. You have to go with sticks for both of those.I haven’t seen anyone here talk about using forward momentum but my build uses it.
I haven’t seen anyone mention impreg or willpower, or even 2 heavy chest & legs in reinforced & the rest light with nirnhoned, but I’ve ran/may still be running that.
Glhf
-Kai
My personal problem with the FM two hander and impreg type set is that it is predicated on the idea that you are going to be fighting stand up style and getting hit a lot. With a small stam pool that has always led to tragedy for me. I can dodge roll once and then I have to be careful to have enough stam to break cc.
It will be nice if the new dodge roll changes make fighting rollerblades a little less frustrating.
ScruffyWhiskers wrote: »by that time likely another new patch has dropped with new gear to try
Wish there was more gear that was useful for a mag melee build. Just look at the latest arena weapon offerings. It would be nice if they came up with versions that made sense for magicka. You have to go with sticks for both of those.I haven’t seen anyone here talk about using forward momentum but my build uses it.
I haven’t seen anyone mention impreg or willpower, or even 2 heavy chest & legs in reinforced & the rest light with nirnhoned, but I’ve ran/may still be running that.
Glhf
-Kai
My personal problem with the FM two hander and impreg type set is that it is predicated on the idea that you are going to be fighting stand up style and getting hit a lot. With a small stam pool that has always led to tragedy for me. I can dodge roll once and then I have to be careful to have enough stam to break cc.
It will be nice if the new dodge roll changes make fighting rollerblades a little less frustrating.
ScruffyWhiskers wrote: »by that time likely another new patch has dropped with new gear to try
Wish there was more gear that was useful for a mag melee build. Just look at the latest arena weapon offerings. It would be nice if they came up with versions that made sense for magicka. You have to go with sticks for both of those.I haven’t seen anyone here talk about using forward momentum but my build uses it.
I haven’t seen anyone mention impreg or willpower, or even 2 heavy chest & legs in reinforced & the rest light with nirnhoned, but I’ve ran/may still be running that.
Glhf
-Kai
My personal problem with the FM two hander and impreg type set is that it is predicated on the idea that you are going to be fighting stand up style and getting hit a lot. With a small stam pool that has always led to tragedy for me. I can dodge roll once and then I have to be careful to have enough stam to break cc.
It will be nice if the new dodge roll changes make fighting rollerblades a little less frustrating.
You don't need to take a lot of hits as a melee mNB. Basically you need to criple/cloak kite until you get your bow proc. Then go in and burst. Repeat if needed. Ofc there are times when you need to act different, but it goes to all classes.
What's the problem with stam pool? I have like ~18k in noCP. That's enough.
ScruffyWhiskers wrote: »by that time likely another new patch has dropped with new gear to try
Wish there was more gear that was useful for a mag melee build. Just look at the latest arena weapon offerings. It would be nice if they came up with versions that made sense for magicka. You have to go with sticks for both of those.I haven’t seen anyone here talk about using forward momentum but my build uses it.
I haven’t seen anyone mention impreg or willpower, or even 2 heavy chest & legs in reinforced & the rest light with nirnhoned, but I’ve ran/may still be running that.
Glhf
-Kai
My personal problem with the FM two hander and impreg type set is that it is predicated on the idea that you are going to be fighting stand up style and getting hit a lot. With a small stam pool that has always led to tragedy for me. I can dodge roll once and then I have to be careful to have enough stam to break cc.
It will be nice if the new dodge roll changes make fighting rollerblades a little less frustrating.
You don't need to take a lot of hits as a melee mNB. Basically you need to criple/cloak kite until you get your bow proc. Then go in and burst. Repeat if needed. Ofc there are times when you need to act different, but it goes to all classes.
What's the problem with stam pool? I have like ~18k in noCP. That's enough.
The effort is not worth the reward when other classes and play styles do it easier and more simpler. Timing is everything and even if you get your merciless resolve off there are so many counters. Success rate is low and here's why.
1. Addons telling people when to dodge roll incoming projectiles.
2. Sorc with shields will soak up your burst damage, hit you with hunting curse, and blow you up with an instant proc execute. A well played sorc in CP will never let their shields down and never run out of stamina if played right.
3. Heavy armor Templars will soak it up and heal up and cleanse your dots, and jab you to death once in Melee range.
4. Dk will soak up the damage and always have wings up, lock you in place until they leap you in melee range.
5. Stam warden will soak it up, cast ultimate, cast beetles, and dawnbreaker you in melee range.
6. Stam sorc and stam blade will reverse kite you, los you, dodge for days, and set up their own burst in melee range.
7. Most people are running some sort of detect invis skill, steel tornado, or pot so cloak becomes pretty negated fairly quickly.
The counter counters for melee NB just aren't there to defeat the above. Playing hide and go seek relying on a small burst window with wet noodle concealed weapon and merciless resolve is just to frustrating and requires way to much work. This may work on the unexpecting noob but most people I run into know the drill and are pretty competent at doing the above.
Heavy melee magblade is VERY fun to play! 5-2 (2 light)
Not the best, but its very fun to play and once you learn to play it, it can get the job done to an extent