witchdoctor wrote: »Hello!
Anyone know of good vidoes on the basics of putting together a PVP build. That would include concepts like resistances, wep/spell damage, crit damage, regen, etc., and the tradeoffs on each?
Something like Asian and Alcast's PVE videos, but PVP-oriented.
Thanks in advance!
Always have more than 30k of your primary resource. Make sure you have about 3k crit resist. And try to aim for 25k max health. Adjust as nessecary.
heng14rwb17_ESO wrote: »can i have the best of the best mag sorc build ?
It's very difficult to be general and cover the different classes, stamina and magicka, in one post.
Do you wish to play solo or in groups? Do you wish to kill players or be a healer? What class are you gravitating towards?
Pure tanks are, IMO, a dead end, but tanky builds that still do damage are a thing.
We probably all agree on aiming for 3K crit resist in CP, which you'll get from wearing all Impen + 54 points into Resistant.
Nightblade is arguably still the best solo class. Stamina nightblades may get you easy kills, if you go for a Snipe build, but playing nightblades well is difficult. Magicka nightblades are, by and large, underpowered. Cloak is a very black and white proposition. Strong against inexperienced players, but totally ineffective when countered. Generally nightblades are squishy, because investing into damage and mobility is something that suits the class and synergises with Cloak and Shadow Image. While you can build tanky, the archetypical nightblade tries to avoid damage.
Mag sorcs and mag wardens arguably work well as squishy, light armor, magicka stacking builds. Sets to keep in mind include Necropotence, Bright Throat's Boast, Crafty Alfiq and Spinner's. Both classes can take advantage of shields and ramp up their damage by investing heavily into magicka. Of the two, sorc is better able to cope in solo play, due to Streak, a skill that doesn't have the hard counters that Cloak has. Magicka wardens used to excel (and probably still do) at controlling utility builds, e.g. those that snare with ice. They are more AOE focused than sorcs, but they lack mobility.
Due to passives, magicka templars reward stacking spell damage more than they reward stacking magicka. I find it pays off to play magplar without shields, but somewhat tanky. Wear Overwhelming Surge + Shacklebreaker or Amber Plasm + 1x Pirate / 1x Chudan, and you're good to go. Templar is easy mode. Sweeps puts out AOE and single target damage, but both types scale with a Lightning Staff. Easily specced to do a lot of single target and AOE damage and be the bane of all nightblades. Not terribly mobile, thus best played in a group. Templars typically use a lightning staff for damage and either a resto staff, ice staff or 1H+S on the backbar.
I don't know too much about mag DKs. DKs, in general, have a blocking passive, so it suits them to run 1H+S on one bar. The other will be a fire staff for a mag DK and probably a 2H weapon for a stam DK (due to Rally). The archetypical monster set for DKs is Bloodspawn. DKs are counterpunchers. They turn a fight by using their ultimates, which sustain and heal them. They also tend to be tanky and able to soak up a lot of damage, albeit they are slow. This makes Warrior's Fury a good set for stam DKs and I pair it with Seventh Legion and gold food, a well-worn heavy armor combo that yields a lot of weapon damage, but also ups your health regen. You get Minor Brutality as a DK, so you want to invest into weapon damage on that class.
Stamina wardens are kind of similar to DKs. Tanky, good healing, wearing the same kind of armor sets, but they have two legs up on DK: A class burst heal, removing their reliance on 2H (Rally), if you so choose, and Subterranean Assault, a delayed burst skill that they can combo.
Stamsorcs aren't rated as highly. They have some very good utility skills, but lack class burst and are typically very dependent on using Dawnbreaker. Their ability to use Streak and turning magicka into stamina at will, combined with a 10% speed buff from Hurricane, makes them a very fast class that can be played in medium armor. Coming from DK, I find stamsorc feels quite different. Sometimes Crit Surge healing feels very strong, especially when you keep enemies in your Hurricane, but I find a medium armor stamsorc prone to being picked off from range.
I don't have Elsweyr, thus can't say much about Necro. On the one hand it feels like a cookie-cutter inferior warden to me, especially when you compare Blastbones to Shalks. Looking in from the outside, the only thing that seems strong to me are the ultimates.
Well, there is so much more that can be said, we're all just scratching the surface until the OP tells us what class he is gravitating towards.Magplars aren’t that immobile, I use mist form and 2x swift traits and feel just as mobile as other classes. It’s just people usually play Templars in an immobile way.
Well, there is so much more that can be said, we're all just scratching the surface until the OP tells us what class he is gravitating towards.Magplars aren’t that immobile, I use mist form and 2x swift traits and feel just as mobile as other classes. It’s just people usually play Templars in an immobile way.
Mist, Race Against Time, Swift traits, those are things that all classes can use. When I think of mobility, though, I think of Streak and Hurricane, the Shade and, to some extent, Concealed Weapon + Cloak, which you can stack with the generic sources of speed. Those two classes, sorc and nightblades, are the mobile ones in my mind, that and a medium armor woodelf build, preferably with a bow (e.g. a stamblade).
I think people do play fast magplars actually. Mist Form, or at least RAT, is common on that class. Armor Focus no longer requires you to stay in the rune. The removal of the range limit on Toppling Charge has made it into a viable stun and made that gap closer popular. With Restoring Focus, the sprint cost reduction this patch, RAT and 2x Swift I feel very mobile myself. However none of that will save you when you get Xv1d and you didn't see it coming early enough. I don't play vamps, so have no good grip on how Mist feels. I tried it once and what bums me about that skill is that it's only Major Expedition. Yes, it's a great skill for the protection and speed combo, but it's not that fast. It's not Concealed + Major Expedition nor Sprint + Major Expedition and it's not in the same league as Streak or the Shade as far as mobility goes, IMO.
Always have more than 30k of your primary resource. Make sure you have about 3k crit resist. And try to aim for 25k max health. Adjust as nessecary.
Basicly this.
It depends on setting and class/role. I primarily play mag so will just talk about them.
For resists you want to have enough so you don’t die every time you’re stunned. This ties into your health pool as well. For things like BGs it’s about 20k resists and 22k health min.
If you’re fighting more opponents or coordinated opponents this number goes up.
For crit resists there are only 4 sources. Impenetrable gear, Transmutation proc, impregnable armour and CPs. CPs have diminishing returns, that’s why always all impen for pvp. Impregnable armour is meh... transmutation’s good but you need to manage always rolling a hot.
For sustain it depends on your class. Low end is templar at 1300, high end are magblades at 2k min.
Then you also have to worry about offstat sustain too. This varies depending on your class, if you’re a Warden or DK you don’t need to worry at all.
Past that it’s go for pure stats. Most proc sets are undertuned and not worth it. Usually being successful is taking the best option out of those available. For example powered on a resto staff increases your healing more then say nirnhoned. Just make the little choices that are optimal and you have yourself a build.
Other than that the only important thing is to always have: major resolve, major sorcery, a cc immunity ability tied with speed (mist form or race against time).
Oh and the tankiness you require is also dependent on your self healing. The more self healing you can bring the less tanky you need to be. This is moreso true against less opponents, as you face more self healing won’t save you (for example a glass sorc can stand toe to toe 1v1, but is useless in battlegrounds).
Well, there is so much more that can be said, we're all just scratching the surface until the OP tells us what class he is gravitating towards.Magplars aren’t that immobile, I use mist form and 2x swift traits and feel just as mobile as other classes. It’s just people usually play Templars in an immobile way.
Mist, Race Against Time, Swift traits, those are things that all classes can use. When I think of mobility, though, I think of Streak and Hurricane, the Shade and, to some extent, Concealed Weapon + Cloak, which you can stack with the generic sources of speed. Those two classes, sorc and nightblades, are the mobile ones in my mind, that and a medium armor woodelf build, preferably with a bow (e.g. a stamblade).
I think people do play fast magplars actually. Mist Form, or at least RAT, is common on that class. Armor Focus no longer requires you to stay in the rune. The removal of the range limit on Toppling Charge has made it into a viable stun and made that gap closer popular. With Restoring Focus, the sprint cost reduction this patch, RAT and 2x Swift I feel very mobile myself. However none of that will save you when you get Xv1d and you didn't see it coming early enough. I don't play vamps, so have no good grip on how Mist feels. I tried it once and what bums me about that skill is that it's only Major Expedition. Yes, it's a great skill for the protection and speed combo, but it's not that fast. It's not Concealed + Major Expedition nor Sprint + Major Expedition and it's not in the same league as Streak or the Shade as far as mobility goes, IMO.
I’d definitely try Vampire it’s awesome on a templar. Just major expedition with mist isn’t very good, stam will run you down and keep spamming executes while you’re in mist form. 2x swift made a huge difference. If I do something dumb and am too aggressive mist will get me out of a bind. It’s also good because sometimes stam will sprint to catch up to you, mist to line of sight, honour the dead and jump them when they’re low stam. One things though, I find cancelling mist with a dodge roll is a must a lot. People are pretty good at timing their burst with the mist form duration.
I'd say you're right. I've been running Amber for many patches and since before I experimentally switched to Restoring Focus. I have long suspected that I'm oversustaining these days. That said, I am a Breton and I do like dodge rolling, coming from my stamblade and lacking Mist Form. Altmer sustains your stam a little and Mist is your "hidden" stamina sustain tool, I mean if you don't always cancel it with a dodge roll.Altmer is also great on a templar because the class skills are good. In no-CP I run with 10k stam and no stam sustain sets and do fine, I even dodge roll a lot. I’m just mentioning this because you brought up amber and shacklebreaker. That’s overkill imo.
witchdoctor wrote: »Hello!
Anyone know of good vidoes on the basics of putting together a PVP build. That would include concepts like resistances, wep/spell damage, crit damage, regen, etc., and the tradeoffs on each?
Something like Asian and Alcast's PVE videos, but PVP-oriented.
Thanks in advance!
witchdoctor wrote: »@fred4
Oh, wow! I wasn't expecting so much.
So, I am in the middle of 'gitting gud' with nightblades. I have played most combos of classes, and in the end, have found NB (mag and stam) and stamDK the most fun. I have made a baby stamplar, though, who is sitting in a stable training a mount.
I have almost exclusively played PVE. I consider myself a competent PVE-er (I get mid-60K on an iron atro, which I know means jack s**t in PVP, but that's where I am coming from). I am a bit tired of vet trials, and so am focusing on DLC dungeons and PVP.
Here is a brief story of what I find fun in PVP. I like being in a group (but I don't mean a ball zerg just rolling across Cyro). This weekend, I hopped EP-side for my stamblade. I found myself invited to a full raid, which had split into three elements each doing a different task. Fun.
I was in a group over at H O. It split open like someone had kicked over an ant hill and AD swarmed out. (Seriously, it was crazy how many AD seemed to spawn out of no where!). I think the majority of my EP group (clearly, not including me, were better than the average AD person in their group). We were outnumbered but there were a lot of dead AD. I found myself at one point having lost my SA (situational awareness) and on the wrong side of a big Yellow line. Oh, damn, son! I spammed Hysteria and crossed that line into a few allied Red. Whew!
I think I killed 1 or 2. I didn't die in that fight. That was fun!
Anyway, that is what seems like fun for me.
My PVP main is meant to be my AD magblade. (The EP stamblade and DC stamDK are alts, PVP-wise). I started this thread so I can better 'pick apart' and try to see 'why' some PVP builds are done as they are (as I can reasonably do PVE-wise).
I was planning to try to make a average, jack-of-all kind-of build to start. Something that can do enough damage to actually kill someone, but with enough defence to give me some padding as I make stoopid mistakes. I plan to pay in 30-day CP campaigns.
Thanks again, everyone!
I'd say you're right. I've been running Amber for many patches and since before I experimentally switched to Restoring Focus. I have long suspected that I'm oversustaining these days. That said, I am a Breton and I do like dodge rolling, coming from my stamblade and lacking Mist Form. Altmer sustains your stam a little and Mist is your "hidden" stamina sustain tool, I mean if you don't always cancel it with a dodge roll.Altmer is also great on a templar because the class skills are good. In no-CP I run with 10k stam and no stam sustain sets and do fine, I even dodge roll a lot. I’m just mentioning this because you brought up amber and shacklebreaker. That’s overkill imo.