CRITICAL RESISTANCE:
Now critical resistance works very differently from the other forms of resistance. What it does is it lowers the enemy players critical hit damage modifier. A characters base modifier is 1.5 which means that if you land a critical hit then you deal 50% more damage. There are ways to improve this, such as minor and major force or the Champion point system. What we are gonna be looking at of course is how we can reduce that modifier. This one is very special cause unlike mitigation that is a multiplicative reduction this one is actually a subtractive one. This is the formula:CRITICAL MODIFIER=1.5+(Critical Damage Buff #1/100)+(Critical Damage Buff #2/100)+(etc etc)-(Critical Resistance/68/100)DAMAGE TAKEN=Base Damage*(1.5+(Critical Damage Buff #1/100)+(Critical Damage Buff #2/100)+(etc etc)-(Critical Resistance/68/100))
If a player has base critical modifier and they hit an enemy player that has 100 points into Resistant then their modifier will be affected like this:1.5-(1650/68/100)=1.5-0.24264705882~1.5-0.24=1.26
Finding out what the % per resistance was was not easy but from my testing I have found that it is 68(if someone else has a different number I would love to see it.). This means that 100 points into Resistant gives you ~24% critical hit resistance. The total amount of critical hit resistance possible is 7518 or 110%. I now want to make something perfectly clear, THERE IS NO CRITICAL RESISTANCE HARD CAP! Ok? Ok! There isn't even enough critical resistance available to justify having it. Max resistance is 110% and highest possible critical damage modifier is 115%.
We have now gone through everything you need to know to calculate mitigation on any character you want or any situation you want. But before we get to the list of all the different sources there is one special ability I want to address cause the rules that it uses are not very straight forward, that ability is...
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
my 2 septims - you can't build to fight against maybe 5% of the player base...
which, is that 5% which can hit for that much crit damage...
I'd build towards a bit higher health to absorb the damage, then reset the fight with shields, heals and a cc...
hmmmm, just read what minno and waffenacht wrote...that's some good stuff there...
I'm normally happy at 2k crit resist...
who knows - maybe I need to re-think things...I haven't taken my sorc out for a spin in a while...
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Yes, but Sorc skills don't synergize even remotely close in comparison to Templars, DK's, or NB's. We don't have damage skills that simultaneously do significant amounts of damage and buff our damage and heal us. If you look at individual skill cost for our defense it's even worse.
Stamina classes also have a distinct advantage in that their offensive & defensive stats scale with the best form of active defense, roll dodging.
Mag classes are required to balance Magicka, Stamina, & Health (they linked HP to shields so yes, now it's a balancing act)
Stam classes are required to balance Stamina only
Before this patch, if you were Mag, and you were any good, you were running a Mag Sustain + a Stam Sustain
If you were Stam, you were running a Stam Sustain + Defense set (because you absolutely needed the crit resistance)
The significant difference obviously comes down to two things then:
1. Active defense - roll dodging = the best mitigation in game
2. Self Buffs - Sorc is the absolute worst class with this in mind... absolute worst....our passives don't synergize with our skillsets in a meaningful way, we have no method for getting both Major/Minor Resolve, Major Sorcery, etc. that occurs in a meaningful way, which means you don't see us simultaneously doing damage with a skill and buffing ourselves, it's one or the other, which means we are severely limited in our skill bar choices.
To fix Mag you need to considerably buff some of their active damage skills to provide self buffs -
Curse or Frag should provide sorcery - or power surge should put a lightning DOT on a single enemy that hits for a decent amount of damage to make it worth using over something like Reach.
Defensive Rune should provide Major buffs until consumed by an enemy
We need an effective root to deal with gap closers since our escape is tied to a significant magicka drain - major vitality, seriously, on what self heals?
Don't even get me started on the cast time with Dark Exchange, it should be instant, we are the only class with a heal like this, it's absolutely silly.
my 2 septims - you can't build to fight against maybe 5% of the player base...
which, is that 5% which can hit for that much crit damage...
I'd build towards a bit higher health to absorb the damage, then reset the fight with shields, heals and a cc...
hmmmm, just read what minno and waffenacht wrote...that's some good stuff there...
I'm normally happy at 2k crit resist...
who knows - maybe I need to re-think things...I haven't taken my sorc out for a spin in a while...
do what makes you comfortable, first! If you can rock 2k crit resists, more power to you. Can't go wrong with higher health either.2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Yes, but Sorc skills don't synergize even remotely close in comparison to Templars, DK's, or NB's. We don't have damage skills that simultaneously do significant amounts of damage and buff our damage and heal us. If you look at individual skill cost for our defense it's even worse.
Stamina classes also have a distinct advantage in that their offensive & defensive stats scale with the best form of active defense, roll dodging.
Mag classes are required to balance Magicka, Stamina, & Health (they linked HP to shields so yes, now it's a balancing act)
Stam classes are required to balance Stamina only
Before this patch, if you were Mag, and you were any good, you were running a Mag Sustain + a Stam Sustain
If you were Stam, you were running a Stam Sustain + Defense set (because you absolutely needed the crit resistance)
The significant difference obviously comes down to two things then:
1. Active defense - roll dodging = the best mitigation in game
2. Self Buffs - Sorc is the absolute worst class with this in mind... absolute worst....our passives don't synergize with our skillsets in a meaningful way, we have no method for getting both Major/Minor Resolve, Major Sorcery, etc. that occurs in a meaningful way, which means you don't see us simultaneously doing damage with a skill and buffing ourselves, it's one or the other, which means we are severely limited in our skill bar choices.
To fix Mag you need to considerably buff some of their active damage skills to provide self buffs -
Curse or Frag should provide sorcery - or power surge should put a lightning DOT on a single enemy that hits for a decent amount of damage to make it worth using over something like Reach.
Defensive Rune should provide Major buffs until consumed by an enemy
We need an effective root to deal with gap closers since our escape is tied to a significant magicka drain - major vitality, seriously, on what self heals?
Don't even get me started on the cast time with Dark Exchange, it should be instant, we are the only class with a heal like this, it's absolutely silly.
Alot of templar stuff doesn't work together. Like javelin cc but total dark needing cc immunity, or melee spamable but only an active cast defensive mechanic or bol effectiveness requiring block-casting, our "curse" requires soaking up damage every 6 seconds, etc.
But on topic, till they add other ways to boost crit resists in a 1.8/1.9CHD meta, trans/impreg are almost required for most classes.
BlackMadara wrote: »@Minno Should we put mitigating all crit damage as such a high priority? I have been running Pariah (bias because i love this set) with 3200 (47% crit resist), and decided to run a quick calc comparing my build to impreg with 4080 crit resist.
Some background. I run a light armor (5-1-1) mDK bruiser style build utilizing Pariah as my source of mitigation. Using Build Editor and equalizing (as much as possible) stats to place the Impreg's physical resist at the same number as Pariah (31% mitigation), here are some numbers.
Taking an incap from a stam NB using Spiggans and Bonepirate, debuffed with SA, tooltip 17378
50% hp (Pariah providing +4255 physical resist)
Pariah - noncrit 7088 crit 9423
Impreg - noncrit 7650 crit 9171
Now Full hp paints a different story
Pariah - noncrit 7646 crit 10165
Impreg - noncrit 7650 crit 9171
Impreg is an impressive defensive set, but how much weight are you applying those defensive capabilities vs other defensive sets, jewelry traits, etc? And what situations are you applying your analysis? For myself, so far, Pariah allows me to place more damage and pseudo-sustain (with max stats) into my build, and allows a more risky play-style, allowing myself to to get low hp in fights to secure a kill and then healing with Coag. On the other hand, Impreg would stop more of the spike damage in the first place, at the cost of damage and being restricted to crits.
Impreg obviously mitigates a huge amount of crit damage, but adding other sources of mitigation can out perform pure crit resist and comes at the benefit of mitigating noncrits as well. Do you still find Impreg to be the best defensive option when taking into account all options for mitigation? (I admittedly did not use defensive CP other than crit resist in my calcs.)
BlackMadara wrote: »Indeed.
My physical resists should sit at 25400 at 44%. (Not at my pc, but calculated based on build editor and the fact that pariah scales linearly, I believe).
Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Transmutation on a stamplar? Why?
Waffennacht wrote: »Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Transmutation on a stamplar? Why?
With the Nerf to impreg I wanted more crit resistance while still being able to roll dodge a massive amount.
The 2 and 3 of transmutation is mag regen, I pair that with mag return rune. I can use extended ritual at will, and my secret weapon is using toppling charge as my hard CC (the guaranteed CC morph) - on my 2h bar, binding javelin on my bow bar
Using toppling to set up my Onslaught to ensure it lands.
Transmutation backbar only and transmuted jewelry means I'm losing very little by running transmutation.
It's an experimental build that I'm really enjoying
Brutusmax1mus wrote: »Waffennacht wrote: »Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Transmutation on a stamplar? Why?
With the Nerf to impreg I wanted more crit resistance while still being able to roll dodge a massive amount.
The 2 and 3 of transmutation is mag regen, I pair that with mag return rune. I can use extended ritual at will, and my secret weapon is using toppling charge as my hard CC (the guaranteed CC morph) - on my 2h bar, binding javelin on my bow bar
Using toppling to set up my Onslaught to ensure it lands.
Transmutation backbar only and transmuted jewelry means I'm losing very little by running transmutation.
It's an experimental build that I'm really enjoying
You're weird
Got footage? I enjoy hybrid type bg builds
Waffennacht wrote: »Brutusmax1mus wrote: »Waffennacht wrote: »Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Transmutation on a stamplar? Why?
With the Nerf to impreg I wanted more crit resistance while still being able to roll dodge a massive amount.
The 2 and 3 of transmutation is mag regen, I pair that with mag return rune. I can use extended ritual at will, and my secret weapon is using toppling charge as my hard CC (the guaranteed CC morph) - on my 2h bar, binding javelin on my bow bar
Using toppling to set up my Onslaught to ensure it lands.
Transmutation backbar only and transmuted jewelry means I'm losing very little by running transmutation.
It's an experimental build that I'm really enjoying
You're weird
Got footage? I enjoy hybrid type bg builds
Lol! No footage yet. I've only ran it in about 6 BGs now. It has taken... 200 crystals and I still need 55 more (have 45 ATM) to finish the build. I don't plan on running for Balorgh medium helm or well fitted.
I just remembered my hands aren't the correct trait either...
And to be honest I wasn't even completely sold on the idea myself and that's why I haven't committed the mats to Golding my transmutation 2h
Waffennacht wrote: »Brutusmax1mus wrote: »Waffennacht wrote: »Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Transmutation on a stamplar? Why?
With the Nerf to impreg I wanted more crit resistance while still being able to roll dodge a massive amount.
The 2 and 3 of transmutation is mag regen, I pair that with mag return rune. I can use extended ritual at will, and my secret weapon is using toppling charge as my hard CC (the guaranteed CC morph) - on my 2h bar, binding javelin on my bow bar
Using toppling to set up my Onslaught to ensure it lands.
Transmutation backbar only and transmuted jewelry means I'm losing very little by running transmutation.
It's an experimental build that I'm really enjoying
You're weird
Got footage? I enjoy hybrid type bg builds
Lol! No footage yet. I've only ran it in about 6 BGs now. It has taken... 200 crystals and I still need 55 more (have 45 ATM) to finish the build. I don't plan on running for Balorgh medium helm or well fitted.
I just remembered my hands aren't the correct trait either...
And to be honest I wasn't even completely sold on the idea myself and that's why I haven't committed the mats to Golding my transmutation 2h
You just need 4 gold well fitted to match CP 20% cost reduction. I wouldn't go past that. Then use 2 divines for extra damage via mundas.
montiferus wrote: »Lol transmutation on a stamplar.
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Yes, but Sorc skills don't synergize even remotely close in comparison to Templars, DK's, or NB's. We don't have damage skills that simultaneously do significant amounts of damage and buff our damage and heal us. If you look at individual skill cost for our defense it's even worse.
Stamina classes also have a distinct advantage in that their offensive & defensive stats scale with the best form of active defense, roll dodging.
Mag classes are required to balance Magicka, Stamina, & Health (they linked HP to shields so yes, now it's a balancing act)
Stam classes are required to balance Stamina only
Before this patch, if you were Mag, and you were any good, you were running a Mag Sustain + a Stam Sustain
If you were Stam, you were running a Stam Sustain + Defense set (because you absolutely needed the crit resistance)
The significant difference obviously comes down to two things then:
1. Active defense - roll dodging = the best mitigation in game
2. Self Buffs - Sorc is the absolute worst class with this in mind... absolute worst....our passives don't synergize with our skillsets in a meaningful way, we have no method for getting both Major/Minor Resolve, Major Sorcery, etc. that occurs in a meaningful way, which means you don't see us simultaneously doing damage with a skill and buffing ourselves, it's one or the other, which means we are severely limited in our skill bar choices.
To fix Mag you need to considerably buff some of their active damage skills to provide self buffs -
Curse or Frag should provide sorcery - or power surge should put a lightning DOT on a single enemy that hits for a decent amount of damage to make it worth using over something like Reach.
Defensive Rune should provide Major buffs until consumed by an enemy
We need an effective root to deal with gap closers since our escape is tied to a significant magicka drain - major vitality, seriously, on what self heals?
Don't even get me started on the cast time with Dark Exchange, it should be instant, we are the only class with a heal like this, it's absolutely silly.
Waffennacht wrote: »montiferus wrote: »Lol transmutation on a stamplar.
You're intrigued, I know you are
Seriously though, you're only giving up a 2 and 3 armor bonus for transmutation.
And you do have a powerful Magicka dump in extended ritual, not a bad trade off (approximately 231 weapon damage for -.2 crit modifier)
If I had master dw I'd run those instead of bow probably.
Edit: I keep forgetting to add, giving the additional crit resistance to allies via vigor and extended ritual is extremely helpful, it is a BG build