"what you can’t really build for is good damage, tankiness and sustain"
My thinking is that magblade is in the position it's in due to a deliberate policy decision by zos - not by accident or oversight.
Which leads to the question "what does a class with skills and passives designed for aggressive solo assassination do when aggressive solo assassination is no longer in favour as a playstyle"?
For me it was to heal my way to GO - and then retire my nightblade,
But I read this thread in the hope that I can find a way to make my nightblade great again...
I get to 107% on my Breton, but I play the glassiest of glass cannons. I use Spinner's/Bright Throat's/Slimecraw, all divines w/ Shadow & a sharpened inferno, and it hits pretty darn hard. (I'm torn between Spinner's & Crafty, but Spinner's is winning right now.) I've found that regen is more important than health on my build/playstyle with regard to staying alive — there isn't much of a difference between 17k & 25k health if you're in light divines — so I go with Ghastly Eye Bowl.@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
There’s only really CPs, minor force (RAT), Khajit and the shadow mundus. My old rogue was a Kerra so made my alt Khajit so I can break 100% crit mod, but it’s not required or probably even optimal.
I’m thinking 5 light and maybe a couple lines of spell crit is all you need for your crit rate. Shadowy Disguise auto crit helps and I’m thinking it’s better for the crits you do get to hit hard then for them to be frequent, but it’s hard to tell.
I also noticed something, the passive for bonus damage from stealth is only to spell damage. I was thinking sets like crafty Alfiq would best because of the magicka bonus passives. I want to try war maiden now to try and take advantage of the spell power bonus from stealth.
I think your right about crits hitting hard over frequent, quality over quantity. When I read your post it made me start thinking about that. I think im going to stick at 94% mod and 48% chance, its the best I can get with my setup crit chance is almost a 50/50 toss up. I hate to invest a lot into it crit because im loosing out on so much other stuff.
I feel like crit comes down to investing more into "chance" and depending on how often chance happens, steady damage may win out in the long run.
Anyways I was on the fence about cp but I think I will invest into crit mod. Crit doesn't happen all the time better make it count when it does.
I always open from cloak, and if/when I can CC an opponent I will quickly re-cloak & hit them with another opener, ensuring that I am able to take full advantage of my high crit damage. (I strike from cloak quite often, another reason my insane regen is necessary.) I recently made a Khajiit specifically for this purpose, which would put me at 117% crit damage, but I haven't played him much. So far though, (anecdotally at least) going all penetration seems to hit just as hard.
Unfortunately, there are just some classes/builds that I will never kill, (but they have no issues killing me if they catch me.) I don't know if that is due to skill level or the inherent weakness on Magblades, (after looking at the skills in other classes arsenals I'm inclined to believe it's the latter) or a combination of the two, but either way I've [somewhat] accepted it — for now. I'm just crossing my fingers hoping for a buff, because at this point I don't think there's much more I can do with my build.
PS: @Iskiab, this is the second time I've seen you use the word "lines" in a way with which I am unfamiliar ("a couple lines of spell crit") can you explain what you mean by that please?
Oh I just mean the set bonus’. I think I picked it up from someone else using the term, 2-4 piece bonus each being a line in the item set.
About spinners, someone said before that 5 piece bonus’ are supposed to be 2.5 times as powerful as regular set piece bonus’. For example bright throat gives 2k mag and 150 mag regen where a normal 2-4 piece bonus would be 129 regen or 1k mag.
If that’s true how strong 5 piece bonus’ are supposed to be then spinners is under budgeted.
It might be a case where it’s still good because armour gives you more the more you invest into it, I don’t know, but I’ve always been leery about using spinners because of that.
Some of the new sets ‘in theory’ should be better because they give 1700 pen in a 2-4 set item bonus, so half the spinners amount.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
Yea... I am just done trying to play magblade in any 'competitive' way and be useful to the group. Compared to other classes it is so much harder to reach the same level of effectiveness. Magdk for example, braindead easy... repeated 5-7k scores in BGs without even trying. Best part is I run a heavy armor build with 555 regen, am insanely tanky and still have 0 problems killing targets and sustaining.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
Yea... I am just done trying to play magblade in any 'competitive' way and be useful to the group. Compared to other classes it is so much harder to reach the same level of effectiveness. Magdk for example, braindead easy... repeated 5-7k scores in BGs without even trying. Best part is I run a heavy armor build with 555 regen, am insanely tanky and still have 0 problems killing targets and sustaining.
This is why blanket changes, like the ones the combat team put through, are just idiotic. You can't simply say "every single target spammable should have equal cost", or "deal similar damage". You should look at it in a more holistic way. How can you freaking standardize values when the entire core of the class is different and reaches effectivebess through different means. Can anyone tell me?GhostofDatthaw wrote: »It's where the loss of mending to swallow and the loss of secondary effects on skills over time has really hurt magnb. Magnb is reliant on siphon and ele drain or you do need to have that high regen. With strikes and drain I could get by fine with 1.6-1.8 in open world, even lower in duels. That opens up gear, mundus, and glyphs to be spec more into damage but already takes two skills. Before it wasn't a problem because siphon helped with Stam sustain and heals, swallow was ment to be woven hard to get those heals, path healed and added pressure. The synnergy of magnb kit has been crushed.
Yea... I am just done trying to play magblade in any 'competitive' way and be useful to the group. Compared to other classes it is so much harder to reach the same level of effectiveness. Magdk for example, braindead easy... repeated 5-7k scores in BGs without even trying. Best part is I run a heavy armor build with 555 regen, am insanely tanky and still have 0 problems killing targets and sustaining.
This is a very valid point. Once you move off attack on NB, you're in deep s h * t, if you don't manage to successfully cloak. Judging when you can stay on the attack is something you only learn gradually. You're also hampered by really advanced players who don't dodge roll, don't necessarily bunny hop, but constantly move side to side to interfere with your targeting, even at range.Yea, sustain is the culprit I think. Abilities like elemental drain require you to keep attacking to sustain them.
For example on a templar using their sustain ability and elemental drain you get the equivalent of 1k mag regen.
Imagine how differently magblade would play if Siphoning Strikes was guaranteed to go off every second, and merciless built every second whether you light attacked or not.
I am also continuing to play my magblade. I don't do BGs, but in Cyro and IC players aren't selected by MMR, thus there are plenty of all classes to kill. I am, however, not selective and it feels like I'm still learning to cope with better players. Thus far, it remains interesting. I have never played sorc long enough to say whether it's better, but certainly Cloak remains one of the best ways to cope as a solo player in open world. Lately I'm also having fun with just how brazenly I can contribute to stopping a siege by setting the siege weapons on fire under people's noses.Alright let's not make this a QQ thread. Yes magblades are not performing nearly as good as other classes but this is meant to provide some insight about what we can do to stay somewhat competitive and relevant.
I am not the best by far but somehow most of the time I am always top of the charts (not I'm deaths btw) in bgs as full glass with 1.2k mag Regen, I do use pots like a crack head. Classes I can't normally are Templars, sure so I just stay away from them.
I am also continuing to play my magblade. I don't do BGs, but in Cyro and IC players aren't selected by MMR, thus there are plenty of all classes to kill. I am, however, not selective and it feels like I'm still learning to cope with better players. Thus far, it remains interesting. I have never played sorc long enough to say whether it's better, but certainly Cloak remains one of the best ways to cope as a solo player in open world. Lately I'm also having fun with just how brazenly I can contribute to stopping a siege by setting the siege weapons on fire under people's noses.Alright let's not make this a QQ thread. Yes magblades are not performing nearly as good as other classes but this is meant to provide some insight about what we can do to stay somewhat competitive and relevant.
I am not the best by far but somehow most of the time I am always top of the charts (not I'm deaths btw) in bgs as full glass with 1.2k mag Regen, I do use pots like a crack head. Classes I can't normally are Templars, sure so I just stay away from them.
Look what I found guys, a real person actually said this![
Did you know that Templars have just as many shields as sorcs? I bet most Templars don’t. Be a shield stacking templar.
@Iskiab How do you calculate the mod vs 3k crit resists? I could really use that info lol.
At what point do you find using infused oblivion over sharpened to be beneficial?
Oh didn’t see this. If you use the character builder it’ll have your crit mod, right beside the spell crit %. Highest you can get it up to, without major force, is 113% I think it is.
It also calculates your crit resist, it converts the number into a %. I just remember 3k being 45% because that’s the usual recommended number.
I think 3k is 45% reduction in the size of crits, so if I was at 113% then 45% would be deducted from the crit size. Another thing to consider is Transmutation adds 10% crit resists I think it is.
So even against a healer running Transmutation with 3k crit resists you can get an over 50% crit mod.
Crit mod is a funny stat, it’s one of the only ones where you get better returns by investing more into it.
Oblivion infused vs sharpened, IDK, I haven’t mathed it. I’m a mathematical person by nature by I use my gut. I’m also still using onslaught which lets me tank my pen. Mathing things is useful but I find there are too many variables in an MMO for it to be better than anecdotal experience.
Ok I got ya, so im at 90% and 45% resists hitting somebody with 3k resists im going to get 45% increased damage from crits right?
If that is correct, a post you had earlier made me wonder. You said most people aim for 60% increased damage against 3k resists. Mine is pretty low then, how important is it to get to at least 50%? I'm running low on options to boost that with current setup. 49% would be about my max currently, not counting vs transmutation.
There’s only really CPs, minor force (RAT), Khajit and the shadow mundus. My old rogue was a Kerra so made my alt Khajit so I can break 100% crit mod, but it’s not required or probably even optimal.
I’m thinking 5 light and maybe a couple lines of spell crit is all you need for your crit rate. Shadowy Disguise auto crit helps and I’m thinking it’s better for the crits you do get to hit hard then for them to be frequent, but it’s hard to tell.
I also noticed something, the passive for bonus damage from stealth is only to spell damage. I was thinking sets like crafty Alfiq would best because of the magicka bonus passives. I want to try war maiden now to try and take advantage of the spell power bonus from stealth.
I think your right about crits hitting hard over frequent, quality over quantity. When I read your post it made me start thinking about that. I think im going to stick at 94% mod and 48% chance, its the best I can get with my setup crit chance is almost a 50/50 toss up. I hate to invest a lot into it crit because im loosing out on so much other stuff.
I feel like crit comes down to investing more into "chance" and depending on how often chance happens, steady damage may win out in the long run.
Anyways I was on the fence about cp but I think I will invest into crit mod. Crit doesn't happen all the time better make it count when it does.
Look what I found guys, a real person actually said this![
Did you know that Templars have just as many shields as sorcs? I bet most Templars don’t. Be a shield stacking templar.
Mageblade v templar is a tough matchup for largely the same reasons it's hard for anyone, i.e., the lack of effective counters to high healing these days. That said, mageblade is very well positioned to force templar into playing on the defensive, which is where a templar that isn't a healbot is at its most vulnerable. We also have plenty of tools to prevent them from playing around their PL window, which is a great way to avoid their most potent burst. It certainly takes practice, though; a good templar is always going to be a hard matchup for NB.
It also helps that tons of magplars are just FOTM types or spend most of their time in groups of 24 or more, so are not very good at the class.
Though Skoria is now much harder to pull off, as Sweeps doesn't proc it and Vamp Bane is no longer worth running.GhostofDatthaw wrote: »That is why I have been saying for years overwhelming and skoria is a Templars best friend, it pulls nbs from cloak which is just mean, now it helps with sustain, and the proc of skoria while blockcasting bol allows a nice opening for a cc and tide swing
GhostofDatthaw wrote: »Does sweeps not proc it anymore? Big gey, I know they reworked the way the cp effected sweeps a patch or so ago, I guess it was that change
Yeah I kinda miss the old total dark, was strange to get used to but once you learned it was very effective. I learned that trick watching you duel at events.
Block cast Sweeps on a target skeleton and watch it proc even now.Though Skoria is now much harder to pull off, as Sweeps doesn't proc it.
GhostofDatthaw wrote: »Templar ward is a joke now, was nerfed hard around Morrowind. Before blazeplars were an amazing build for temps, now it's better off using living dark and spamming sweeps or going a straight ranged build and use dampen and honor
GhostofDatthaw wrote: »Templar ward is a joke now, was nerfed hard around Morrowind. Before blazeplars were an amazing build for temps, now it's better off using living dark and spamming sweeps or going a straight ranged build and use dampen and honor
I don’t see why. Typically when things are nerfed people get in a mindset that now it sucks and people overlook the ability.
I’m not planning to spam it, just use it to transition from defensive to offense, and proc the weapon damage enchant.
I should probably switch to extended ritual though. If a templar’s having issues with sorcs they must not be cleansing themselves enough.
I also rarely see Templars run crit builds, that build has over 100% crit mod.
GhostofDatthaw wrote: »GhostofDatthaw wrote: »Templar ward is a joke now, was nerfed hard around Morrowind. Before blazeplars were an amazing build for temps, now it's better off using living dark and spamming sweeps or going a straight ranged build and use dampen and honor
I don’t see why. Typically when things are nerfed people get in a mindset that now it sucks and people overlook the ability.
I’m not planning to spam it, just use it to transition from defensive to offense, and proc the weapon damage enchant.
I should probably switch to extended ritual though. If a templar’s having issues with sorcs they must not be cleansing themselves enough.
I also rarely see Templars run crit builds, that build has over 100% crit mod.
I guess imo it came down to bar space, I like to use PL for the burst and the heal when you kill someone, and I like to use an inferno staff and use Jesus beam. I know alot of people say lightning is bis but it's honestly debatable depending on how you burst, and the tools you use. I had have a different method of getting out of that back bar cycle so to me the use of that small shield is a waste of resources.
I’m hoping I don’t need to use a destro front and can use DW for higher tooltips
I’m hoping I don’t need to use a destro front and can use DW for higher tooltips
You might try 2H?
I am told the passive bonus dmg is the same now and the stam sustain from 2H passives can be useful.