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Protective traits

Syiccal
Syiccal
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Is this trait worth it and how many peices should I be using 1 2 or 3.
Light armour magplar aggressive play style but don't wanna be installing nuked when I face some one.
I use 5 trans
5 BTB
Willpower staff
2 skoria
Edited by Syiccal on March 23, 2019 12:14AM
  • Mrsinister2
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    It's great trait for a light armor magplar I'll generally run 2 protective on mine.

    Totally worth running on magplar in light armor or you really will be instantly nuked since we lack and real defense other then block casting heals.
  • Iskiab
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    I usually run between 0-2. The main benefit is a counter to when you’re cc’d. Any proc’d defensive set isn’t enough and you can’t count on it always being active.

    I add them and keep adding them, along with more defense, if I can get bursted while being knocked down. If every time you’re knocked down you die I’d add them for sure.

    Personally I run buffer of the swift, Breton and 1 protective and it feels about right in no CP. The only time I’ve not used any is when I tried nord out.

    I almost see them as a light armour tax. Just like how all the best stam builds transmute their jewellery to infused for pvp, light armour builds transmute to protective.

    It also has the added benefit of deterring opponents. If I play my stamblade the first thing I do is figure out which potential target is the squishiest before going for a gank.
    Edited by Iskiab on March 23, 2019 2:50AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Syiccal
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    Yea I main a magplar, prefer light armour, I previously used to use pirate skele, but its buggy and cant be relied upon, and I'm having difficulty working out how best to deal with the really high dmg of this patch while continuing to wear light armour.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
    Edited by Lightspeedflashb14_ESO on March 23, 2019 8:30AM
  • Syiccal
    Syiccal
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    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Syiccal wrote: »
    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light

    That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.
    Edited by Lightspeedflashb14_ESO on March 23, 2019 8:47AM
  • Syiccal
    Syiccal
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    Syiccal wrote: »
    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light

    That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.

    No, in pure defence heavy just adds resistance by 362 per piece,
  • Wing
    Wing
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    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    if that 3-9% is what puts you over the top and allows you to survive Warden or NB burst then its very important.

    if you can survive and react then you can fight, most builds rely on actually killing before there is a fight (burst or ganks) if you can survive that and force a fight then you have a chance at wining.

    all the more so as burst tends to be the most amount of damage a player can do at one moment, if you can survive it, and heal up from it, then you need not be afraid of that player as you can survive the worst they can bring at you.

    it also gives you a lot of the mitigation of heavy (as most of its passives suck now after being nerfed so bad) with the superior passives of light and medium. its the same concept as running medium brass, or armor master light on sorcs.

    ESO player since beta.
    previously full time subscriber, beta-2024, game got too disappointing.
    PC NA
    ( ^_^ )

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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Syiccal wrote: »
    Syiccal wrote: »
    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light

    That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.

    No, in pure defence heavy just adds resistance by 362 per piece,

    I am talking more about the 8% more healing, the extra resources back in taking damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.
    . if that 3-9% is what puts you over the top and allows you to survive Warden or NB burst then its very important

    Thank you for a thought out post. But I just do see the difference in a 8,000 incap and a 7,500.
    Edited by Lightspeedflashb14_ESO on March 23, 2019 11:35AM
  • Syiccal
    Syiccal
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    Syiccal wrote: »
    Syiccal wrote: »
    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light

    That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.

    No, in pure defence heavy just adds resistance by 362 per piece,

    I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.

    Exactly so you may as well wear light and have passive that far exceed those of heavy and just wear a couple of protective jewllery
  • Lightspeedflashb14_ESO
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    Syiccal wrote: »
    Syiccal wrote: »
    Syiccal wrote: »
    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light

    That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.

    No, in pure defence heavy just adds resistance by 362 per piece,

    I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.

    Exactly so you may as well wear light and have passive that far exceed those of heavy and just wear a couple of protective jewllery

    Exactly what now? I am saying the defensive power of heavy is not simply the resists you get.
  • Syiccal
    Syiccal
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    Syiccal wrote: »
    Syiccal wrote: »
    Syiccal wrote: »
    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light

    That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.

    No, in pure defence heavy just adds resistance by 362 per piece,

    I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.

    Exactly so you may as well wear light and have passive that far exceed those of heavy and just wear a couple of protective jewllery

    Exactly what now? I am saying the defensive power of heavy is not simply the resists you get.

    Yea appreciate what your saying but those other passive you mentioned wont stop you taking any more dmg which is how the discussion started.
    The passive that does that is the resistances which you can get from protective
  • Iskiab
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    A good way of looking at it is light armour provides very little physical resists on its own. The base amount can easily be reduced to 0 with penetration.

    Without some added resistances you’re not going to have enough reaction time to use any defensive abilities against someone’s stun combo. You could get PK’d during the same amount of time it takes to break free.

    Plus, if you aren’t tanky enough you’re always going to be fighting on your back foot. Incoming damage will be coming in harder forcing yourself on the defense. Whenever your opponent forces you into defensive mode and you’re unable to counter attack you’ve already lost, all your defensive abilities are just slowing down the inevitable. Unless you’re a healer you’ve likely designed your character to do damage and you’re better at doing damage. Pit two dps toons against each other where one can only use defensive abilities and the other only attacks and guess who’s going to win?

    Adding resistances is offensive as well as defensive.

    I can also tell you after extensive testing unless you’re a healer - stick with 5x light. The passives for light armour are too good for damage (pen plus recovery). You’re far better off using 5x light, and using sets and traits to bring yourself up to heavy armour mitigation levels then using heavy armour itself.
    Edited by Iskiab on March 23, 2019 12:00PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Brrrofski
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    Syiccal wrote: »
    Syiccal wrote: »
    Syiccal wrote: »
    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's the same way as heavy makes you more tanky than wearing light

    That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.

    No, in pure defence heavy just adds resistance by 362 per piece,

    I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.

    Exactly so you may as well wear light and have passive that far exceed those of heavy and just wear a couple of protective jewllery

    Exactly what now? I am saying the defensive power of heavy is not simply the resists you get.

    Well you get more healing received and more health. That's all that helps you survive if you compare the resistances to protective.

    But light gives you a lot more damage. A lot more. So you can invest a little more in health to help survive. More crit heals can mean more overall healing. If not, the extra pen you get means you can more in blessed. It also gives es you access to a shield then as well.

    Same applies in medium. The extra weapon damage applies to damage and healing. More crit also.

    Not to mention far superior sustain for both armour types.

    Nord passives, protective, monster sets.... However you can get it, there's much better ways to survive other than heavy in PvP in my opinion.
  • Seenoevil
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    2 protective and armour master... always thought this was the standard for any light armour build nowadays... with major ward you can far exceed any heavy armour build in terms of damage and sustain. Builds just get expensive as you have to start running gold food and everything needs hakiijos to make a decent stam pool(if you forgo shackle)

    Light armour sustain heavily out weighs the heavy IMO... on my warden i run necro and armour master back bar ,earthgore, masters ice front bar 2 protective traits... when I jump into bgs I can easily tank out a whole team if they arent coordinated.
  • Wing
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    yup, a lot of people in casual play are mistaking light and medium builds with added sources of bulk (through sets or traits) with people running heavy (at heavies prime it was only on par with usage of light and medium)

    light and medium passives are just far superior to heavy at this point, and the resistance bulk is easily made up elsewhere compared to the passive bonuses of light and medium (though I still always rock a reinforced heavy chest, its like a major armor buff in and of itself, im pretty sure this is standard though)
    ESO player since beta.
    previously full time subscriber, beta-2024, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • ChefZero
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    Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?

    It's 4% or less after dimishing returns if you wear 3 protective.
    PC EU - DC only
  • Syiccal
    Syiccal
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    My intention is to wear 1 protective and 2 infused on my pvp magplar
  • Iskiab
    Iskiab
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    Syiccal wrote: »
    My intention is to wear 1 protective and 2 infused on my pvp magplar

    In CP? It’s never worth wearing infused when you can wear impenetrable unless maybe you’re wearing impregnable armour.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Syiccal
    Syiccal
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    Iskiab wrote: »
    Syiccal wrote: »
    My intention is to wear 1 protective and 2 infused on my pvp magplar

    In CP? It’s never worth wearing infused when you can wear impenetrable unless maybe you’re wearing impregnable armour.

    Sorry, I was talking about jellwery traits
  • Iskiab
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    Syiccal wrote: »
    Iskiab wrote: »
    Syiccal wrote: »
    My intention is to wear 1 protective and 2 infused on my pvp magplar

    In CP? It’s never worth wearing infused when you can wear impenetrable unless maybe you’re wearing impregnable armour.

    Sorry, I was talking about jellwery traits

    Is infused worth it? I always thought they were medium armour only because of the weapon damage bonus’ of medium armour. It lets you squeeze out a bit more damage.

    For light armour builds infused give you 60% more x instead of magicka or whatever. Is it worth it? I’ve been messing around with triune, basicly the same as prismatic glyphs.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Kartalin
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    Triple infused can give you almost 300 extra effective damage — meaning it takes into account the loss of effective damage from the raw magicka being lost and incorporates your major damage buff. If you’re going for extreme burst damage in your build this is the trait you want. Outside of high burst builds, a lot of builds benefit from a single infused jewelry with a sustain glyph, either cost reduction or recovery.
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  • Iskiab
    Iskiab
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    Kartalin wrote: »
    Triple infused can give you almost 300 extra effective damage — meaning it takes into account the loss of effective damage from the raw magicka being lost and incorporates your major damage buff. If you’re going for extreme burst damage in your build this is the trait you want. Outside of high burst builds, a lot of builds benefit from a single infused jewelry with a sustain glyph, either cost reduction or recovery.

    That math doesn’t make sense. With infused jewellery you gain about 300 sp total and lose around 2500 magicka. Effective spell power wouldn’t be close to 300.

    I guess it would depend on CP vs no-CP and your build and spec. If you don’t have major sorcery, use magelight and are a class with an 8% magicka buff your effective spellpower would actually drop a lot.

    I guess it depends but it could be useful.
    Edited by Iskiab on March 24, 2019 11:53PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • BlackMadara
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    Iskiab wrote: »
    Kartalin wrote: »
    Triple infused can give you almost 300 extra effective damage — meaning it takes into account the loss of effective damage from the raw magicka being lost and incorporates your major damage buff. If you’re going for extreme burst damage in your build this is the trait you want. Outside of high burst builds, a lot of builds benefit from a single infused jewelry with a sustain glyph, either cost reduction or recovery.

    That math doesn’t make sense. With infused jewellery you gain about 300 sp total and lose around 2500 magicka. Effective spell power wouldn’t be close to 300.

    I guess it would depend on CP vs no-CP and your build and spec. If you don’t have major sorcery, use magelight and are a class with an 8% magicka buff your effective spellpower would actually drop a lot.

    I guess it depends but it could be useful.

    No cp with no other resource buffs other than undaunted, arcane gives about 88 effective SD. Cp gives 105. Infused SD with major sorc gives 125, further boosted after capturing a resource. There are a few factors you mess around with if you want to squeeze out as much burst as possible it seems.
  • Iskiab
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    Yea, it depends on your spec I think.

    Like on a magwarden, magblade or sorc if you’re running entropy and magelight you’ll get an 8% magicka buff plus 4% for magelight and 2% per mage guild ability. So if you get all 3 your effective spell power would be about the same as infused with major sorcery, and using infused you’ll have a lower magicka pool.

    I think infused is situational on magicka, whereas on a stamina wearing 5 med it’s almost always better because of the 5 piece medium armour weapon damage bonus.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • BlackMadara
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    Iskiab wrote: »
    Yea, it depends on your spec I think.

    Like on a magwarden, magblade or sorc if you’re running entropy and magelight you’ll get an 8% magicka buff plus 4% for magelight and 2% per mage guild ability. So if you get all 3 your effective spell power would be about the same as infused with major sorcery, and using infused you’ll have a lower magicka pool.

    I think infused is situational on magicka, whereas on a stamina wearing 5 med it’s almost always better because of the 5 piece medium armour weapon damage bonus.

    Agreed, this kind of stuff makes building fun and a headache. Currently trying to decide if running the mage is worth it over the apprentice on my mDK. Slightly less dps and healing for more available stat (and I could sit in no cp at exactly 30k mag, it's so pretty). Decisions decisions
  • Iskiab
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    Iskiab wrote: »
    Yea, it depends on your spec I think.

    Like on a magwarden, magblade or sorc if you’re running entropy and magelight you’ll get an 8% magicka buff plus 4% for magelight and 2% per mage guild ability. So if you get all 3 your effective spell power would be about the same as infused with major sorcery, and using infused you’ll have a lower magicka pool.

    I think infused is situational on magicka, whereas on a stamina wearing 5 med it’s almost always better because of the 5 piece medium armour weapon damage bonus.

    Agreed, this kind of stuff makes building fun and a headache. Currently trying to decide if running the mage is worth it over the apprentice on my mDK. Slightly less dps and healing for more available stat (and I could sit in no cp at exactly 30k mag, it's so pretty). Decisions decisions

    Neither, run the steed!
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
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