Blood craze has an up front dmg component.
Masters DW.
Faster HA to weave with.
Cost?
Many things to take into account on this “balance”
Blood craze has an up front dmg component.
Masters DW.
Faster HA to weave with.
Cost?
Many things to take into account on this “balance”
didn't you guys complain that being locked to a single weapon needs a skill to be better during the Vigor vs RR debates. Cost of structured entropy and bloodcraze both has the standard dot cost.
Master Dw has nothing to do with this. That is liking comparing BRP Resto RR vs Vigor. If anything Master DW should take the damage of Blood Craze far beyond any other DoT, but since the update, Master DW+blood craze is required to get the same damage as ranged mag DoTs.
You can get channeled HAs for more reliable resource return as well as constant LAs at range in PvP, which is significant advantage. Also resource return per second of heavy is constant. Which means weapons with faster heavies restore less resource than weapons with slower heavies.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
Btw entropy is dodgeable on live.. Every tick
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
Btw entropy is dodgeable on live.. Every tick
Stop posting this. Nobody is wasting 3.6k stam to dodge entropy.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
4k Weapon Damage, 40k Stamina vs 4k Spell Damage, 40k Magicka (zero CP tooltips)
Blood Craze - 16949 over 10 secs, 1641 heal every two secs for 10 secs. No additional benefit.
Has 5M range requiring to be close range application, dodgeable.
Structured Entropy - 25390 over 12 secs, 1641 heal every two secs for 12 secs. Gives Major Sorcery, 2% Mag Magicka, 2%Magicka Recovery, Empower.
Has 28M range to spam all you want, no initial hit to dodge.
Balanced, yeah right.
You added +2% max mag +mag regen from mages guild passives but no dual wield passives.. I wonder why..
So Edit your post with:
Increases the damage with Dual Wield abilities by 20% against enemies under 25% Health
Increases the Weapon Damage by 6% of off-hand weapon's damage (aka more weapon damage)
Gives you a 15% damage bonus when attacking stunned, immobilized, disoriented, or silenced enemies
Grants a bonus based on the type of weapon equipped
As you can see now, blood craze gives you now even more than Entropy
BUFF ENTROPY
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Post such build
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Post such build
https://m.youtube.com/watch?v=7UBMmDMfJDE
Now your turn for magicka one, I'm waiting.
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Post such build
https://m.youtube.com/watch?v=7UBMmDMfJDE
Now your turn for magicka one, I'm waiting.
Usual stamina build for PvP is something around 35k stamina, 5,5k weapon damage and 2,5-3k Stam regen (CP) now show me build with such power for magicka. It seems that skills are balanced around potential power that's why blood Craze is weaker because when you put on Masters it becames stronger than entropy same situation we can see with destruction reach/clench and few drinks this patch - because there are sets that synergies to good with them - I'm not saying it's good but it's seems to be the pattern. And if you want to fight like "which skill is going to have bigger tooltip overall" I'm not sure entropy would win - stamina has much bigger damage potential.
And somehow in Cyrodiil blood craze on my death recaps usually hits harder than even entropy, wonder why?
Post such build
https://m.youtube.com/watch?v=7UBMmDMfJDE
Now your turn for magicka one, I'm waiting.
That's a standard stamblade build with three damage sets.
Spriggan+Truth+MasterBow+Bloodspawn. You can replace Truth with any other damage set for similar stats. Also those stats shown are at maximum buff, of which more than 1k buffed weapon damage is coming from Master Bow+infused Berserker. It is essentially a glass canon build with zero resists at base, and will get destroyed in seconds against organized enemies.
Spinner+Spell Strategist+infused BRP resto+Bloodspawn is the closest mirror version available and is actually pretty good on Magblade.
Also that build will only work on Stamblade and no other stamina class due to its glass canon nature. No other stamina class can get away with 11k resists and usually have far lesser regen.
Essentially all Stamblade builds over the last few years are variants on the same build - Spriggan+Master Bow+Bloodspawn+X
Replace X with whatever - Shacklebreaker, Hunding, 7th legion, Bone Pirate, Shadow Walker, etc.