Indeed. I'd like to see some of these "stamina-only" players switch over to an immobile magicka build in high MMR BGs, without using Protective or Pirate Skeleton. When you're fighting people who aren't newbs, and don't have a dedicated healer, survivability is just awful without those defensive measures.HEBREWHAMMERRR wrote: »
For light armor users in pvp it was a staple. 100%. Jewelry crafting wasn’t the only change made in that year.
Indeed. I'd like to see some of these "stamina-only" players switch over to an immobile magicka build in high MMR BGs, without using Protective or Pirate Skeleton. When you're fighting people who aren't newbs, and don't have a dedicated healer, survivability is just awful without those defensive measures.
brandoncoffmannub18_ESO wrote: »They're pretty useless now
Like I've said before, I'm fine with nerfs to Pirate Skeleton (though the way they did it was wrong IMO - it's basically worthless now), as long as they do something about survivability and/or mobility of non-Sorcerer magicka builds.Nirnroot420 wrote: »
The main agitators for nerfing things like protective are stambaddies with pocket healers that get very upset when they cant delete opponents in three seconds or less. They won't be happy until everyone is a stamden running bloodspawn, and ZoS will listen to them ebcause they make the most forum posts.
Nerfing pirate skeleton had to happen. Nerfing protective further erodes build diversity and takes away yet another tool mag builds can compete with faceroll heavy armor stam builds. No one will run anything but the base traits (arcane, healthy, robust), infused, and the niche use of Swift or Bloodthirsty. All this patch accomplished is further relegating sets and traits to the "thou shall never be used" category.
Indeed. I'd like to see some of these "stamina-only" players switch over to an immobile magicka build in high MMR BGs, without using Protective or Pirate Skeleton. When you're fighting people who aren't newbs, and don't have a dedicated healer, survivability is just awful without those defensive measures.
I've said it before and I'll say it again, trying to address the tank meta without addressing the reason for it is pointless. You're addressing the symptom, not the cause.
All these nerfs will do is push people into building tanky in other ways, namely using other defensive sets, and we'll have the same complaints 3+ months down the road when people are stacking vBRP dual wield and Buffer of the Swift, or whatever.
Damage needs to be reduced alongside mitigation, because that's the entire reason why people build tanky in the first place. To not get deleted in 2-3 seconds, with no opportunity to counter, without any hint as to what actually happened and what they could have done better.
Indeed. I'd like to see some of these "stamina-only" players switch over to an immobile magicka build in high MMR BGs, without using Protective or Pirate Skeleton. When you're fighting people who aren't newbs, and don't have a dedicated healer, survivability is just awful without those defensive measures.
You just named the only two Magicka builds that actually have mobility/escape options. Try playing some of the others.
@wheem_ESO
Magicka PvP builds do not have to be played as immobile builds. My magsorc and magblade will beat most stamina builds in terms of mobility.
Yes, I do understand the implications of losing Protective as a viable trait though, as someone who always plays either light or medium. But, we still have alternate build paths to get to high resists.
You just named the only two Magicka builds that actually have mobility/escape options. Try playing some of the others.
Magicka Necromancer, for example, is absolutely an immobile magicka class. Your only options for any kind of mobility are Mist Form and Race Against Time, neither of which compares to Mag Sorc or Stamina-anything. And given the damage options available to Mag Necro, even with the PTS changes thus far, you're not going to have any success trying to be a glass cannon and burst someone down before they get you first. You must be tanky in order to have any viability at all, but all the options for doing that are being nerfed.
I get that people don't like there being a "tank meta," but some classes just don't have much of a choice in playstyle if they want to do well. Shield size and durability will not, by any stretch of the imagination, be able to pick up the slack for these builds in no-CP, if the Protective and Pirate Skeleton nerfs go live as-is.
@wheem_ESO
Magicka PvP builds do not have to be played as immobile builds. My magsorc and magblade will beat most stamina builds in terms of mobility.
Yes, I do understand the implications of losing Protective as a viable trait though, as someone who always plays either light or medium. But, we still have alternate build paths to get to high resists.
I've said it before and I'll say it again, trying to address the tank meta without addressing the reason for it is pointless. You're addressing the symptom, not the cause.
All these nerfs will do is push people into building tanky in other ways, namely using other defensive sets, and we'll have the same complaints 3+ months down the road when people are stacking vBRP dual wield and Buffer of the Swift, or whatever.
Damage needs to be reduced alongside mitigation, because that's the entire reason why people build tanky in the first place. To not get deleted in 2-3 seconds, with no opportunity to counter, without any hint as to what actually happened and what they could have done better.
You want to know the worst thing? All of us who spent transmute crystals making our golden jewelry protective now have to spend even more crystals transmuting them back to something useful
Ah well, I'm still happy that protective isn't over-statted any more and pirate skele is getting neutered... The crown-dishdasha wearing carry-magNBs will need to find a new way to jump around zergs.
Nord might work out well for some classes I suppose, but I can't imagine how awful Necromancer sustain would be, given how bad it already is on a Breton.
Thought for sure I was gonna race change back to high elf next patch but then they canceled protective so here comes the Nord I guess...
Says the Stamina player.
People build tanky because they can without losing killing power. Thats the only reason.
The uptime on Deaden Pain is not so great when you're fighting good players...which is exactly when you need it most. In theory, this skill would allow you to maintain 50% uptime on Major Protection from your self-generated corpses. But that's not actually realistic when you're up against good players; you can't really rely on having all 4 corpses (Blastbones, Bone Armor, Mender, and Mage) available and in range/LOS at the exact same time.
To be honest, Necromancer does have "free" major protection built in with deaden pain, and since you are immobile in theory you have fields of corpses to harvest. It doesn't play out so smoothly in the hustle bustle of real world, but it is there.
Nord might work out well for some classes I suppose, but I can't imagine how awful Necromancer sustain would be, given how bad it already is on a Breton.
Says the Stamina player.
If you're an immobile magicka class that doesn't play in groups all the time, you essentially have to build tanky in order to have any real effectiveness.
Edit: The uptime on Deaden Pain is not so great when you're fighting good players...which is exactly when you need it most. In theory, this skill would allow you to maintain 50% uptime on Major Protection from your self-generated corpses. But that's not actually realistic when you're up against good players; you can't really rely on having all 4 corpses (Blastbones, Bone Armor, Mender, and Mage) available and in range/LOS at the exact same time.
'Course, even if you do have them all available simultaneously, that means your global cooldowns are going to be tied up for a significant period of time. You'll need 1 for Deaden Pain itself, then another 3 for re-buffing armor and pets, plus another for Blastbones to try and get some damage output going again. I think Deaden Pain would be a much better option for PvP if it only consumed 1 corpse but provided a longer duration. (As a heads up for those that aren't aware, "spamming" Deaden Pain resets the duration of the ability, it doesn't add to the existing duration if you consume an extra corpse with a second cast).
brandoncoffmannub18_ESO wrote: »As a magDK being slow AF I needed the resistance buffs, rip.
Give me something to escape then