RiskyChalice863 wrote: »I don’t love Radiant Oppression/Glory in BGs, to be honest. The targeting in this game is a bit whacky sometimes, so when there’s a group of people fighting and I aim at one that is low, the ability often goes onto someone at like a 20 degree angle from where I was aiming who isn’t low (particularly when you put pets into the mix). And when that happens, you’ve wasted the ability and the person who was low is probably healed up. In those scenarios, spamming Sweeps is better IMO (or at least more consistent), because it is AOE and therefore doesn’t have targeting issues and will do damage to the person no matter what. And even if we’re talking about single-person fights where targeting isn’t an issue, I find that it’s typically enough just to keep spamming Sweeps when someone gets low, and also Crescent Sweep ends up being a finisher a lot. I won’t say there’s never times where I fail to finish a kill I’d have very likely gotten if I had Radiant Oppression/Glory, but it’s actually not very often. This isn’t a build that has trouble finishing people off (in fact, it’s by far the best build I’ve ever played in terms of getting kills in BGs—20+ kill games are frequent, and even 30+ kill games happen occasionally).
It’s certainly possible I’m not at high enough MMR right now to encounter lots of people I’d need an execute to finish off. I don’t claim to be an amazing ESO player, and we just had the BG MMR reset anyways. But, in my experience, the higher the MMR a game is the more people group up, in which case the targeting issue becomes worse.
That said, I’ve not actually tried Radiant Oppression/Glory on this build. I’ll try it and see if I like it.
Ok some points that i don't totally agree with. Jesus beam can be situationaly good - versus dodge rolling. You can't dodge sweeps but if someones rolling and sprinting you have to keep closing gap with charge which they dodge and then they outrun your sweeps while healing back with vigor for example.
Magplars are better stacking spelldamage due to minor sorcery and honor the dead being a huge instant heal which doesnt scale with pen.
Light vs Camo is debatable, 7% max mag and 2% mag rec is not significant at all in no cp, it comes down to minor berserking vs major prophecy (which you can technically get from spellpower pots).
Weapon layout - might sound crazy but there is an argument for using 2h sword on your mainbar since the %dmg increase passive benefits all of your abilities unlike inferno/lightning staves. You would want to go destro frost staff backbar then for ele drain and blocking. I prefer staff/1h+shield backbar because blockcasting heal while standing in ur rune focus is a good way to recover.
You most definitely absoloutely 100% positive do not want to double bar the healing spell. Dark flare is a good option for setting up burst - following it's cast with a charge into sweepspam.
Absoloutely off topic, but work on your gold income. PvP costs a lot because there's a few different setups that you might want to try to find which one suits you best, and being so short of cash that you can't afford a craftable set is a pretty unfun place to be in. I would suggest leveling up as many chars as you can to 50 and doing crafting writs on all of them every day - 100% garuanteed profit 0% effort unlike farming or playing the market.
EtTuBrutus wrote: »Spinners/ amber
3288 max mag
258 spell dmg
833 spell crit
250 magicka regen
250 stamina regen
3450 penetration
-To supplement sustain youre using atro and 1 regen glyph, you're monster set needs to be defensive your youll get ran over-
nma/trans/ willpower front bar (while on front bar)
1752 mag
610 spell dmg
1666 crit
258 magicka regen
1487 spell penetration
1289 critical resistances
With everything the same besides sets:
You're currently gaining:
+1536 max mag
+250 stamina regen
+1963 penetration
By giving up:
-352 spell dmg
-833 crit rating
-8 magicka regen
-1289 crit resistance
That's how i look at it and it's why i run what i use.
Looks okay, but you’re missing power of the light. It’s a great delayed burst ability and would help your damage a lot. Replace honour the dead on your front bar.
Spinners is fine.
What pots are you using? You could go sp + crit plus mag and use camo hunter instead of inner light.
Definitely potatoes back bar.
RiskyChalice863 wrote: »Looks okay, but you’re missing power of the light. It’s a great delayed burst ability and would help your damage a lot. Replace honour the dead on your front bar.
Spinners is fine.
What pots are you using? You could go sp + crit plus mag and use camo hunter instead of inner light.
Definitely potatoes back bar.
My issue with Purifying Light is basically that stuff typically dies so quickly in no-CP that Purifying Light can often be counterproductive. For instance, if I come across someone and both of us can actually kill the other one within 5 seconds, then Purifying Light isn’t necessary and can just function as a wasted GCD that may allow the other person to take the initiative in the fight and kill me before I can kill them when I’d otherwise have gotten the kill if I’d just gone straight into my Toppling/Sweeps. That said, I have occasionally come across some tanky people that I wish I had Purifying Light for. It may be that as I get into higher MMR games (which I assume will happen, since this build is performing extremely well in the BGs I’ve been playing so far) that gets more and more common. If so, then I’d likely need to slot Purifying Light or Dark Flare to break down tankier players.
As for potions, I’m just running tri-pots. Spell Power + Spell Crit pots would be interesting and open up skill slots for other stuff. But I really have no idea how people afford chugging those things.
RiskyChalice863 wrote: »Looks okay, but you’re missing power of the light. It’s a great delayed burst ability and would help your damage a lot. Replace honour the dead on your front bar.
Spinners is fine.
What pots are you using? You could go sp + crit plus mag and use camo hunter instead of inner light.
Definitely potatoes back bar.
My issue with Purifying Light is basically that stuff typically dies so quickly in no-CP that Purifying Light can often be counterproductive. For instance, if I come across someone and both of us can actually kill the other one within 5 seconds, then Purifying Light isn’t necessary and can just function as a wasted GCD that may allow the other person to take the initiative in the fight and kill me before I can kill them when I’d otherwise have gotten the kill if I’d just gone straight into my Toppling/Sweeps. That said, I have occasionally come across some tanky people that I wish I had Purifying Light for. It may be that as I get into higher MMR games (which I assume will happen, since this build is performing extremely well in the BGs I’ve been playing so far) that gets more and more common. If so, then I’d likely need to slot Purifying Light or Dark Flare to break down tankier players.
As for potions, I’m just running tri-pots. Spell Power + Spell Crit pots would be interesting and open up skill slots for other stuff. But I really have no idea how people afford chugging those things.
I don’t think it takes long to start seeing better players. With the way the system’s setup there’s usually one or two good players per team and the rest new people after not long.
You’re right about purifying light but it also depends on your target. If is a NB or the person’s using a bow purifying light isn’t required. If they’re using S&B the burst will come in handy. I usually try and push to the back for the bow user easy kill, but sometimes you need to kill tanky types.
Oh something else I didn’t mention, switch your front bar glyph to a shock glyph.
Tri stat potions are good too, what you’re doing works. You’ll have plenty of stamina sustain which is good.
RiskyChalice863 wrote: »RiskyChalice863 wrote: »Looks okay, but you’re missing power of the light. It’s a great delayed burst ability and would help your damage a lot. Replace honour the dead on your front bar.
Spinners is fine.
What pots are you using? You could go sp + crit plus mag and use camo hunter instead of inner light.
Definitely potatoes back bar.
My issue with Purifying Light is basically that stuff typically dies so quickly in no-CP that Purifying Light can often be counterproductive. For instance, if I come across someone and both of us can actually kill the other one within 5 seconds, then Purifying Light isn’t necessary and can just function as a wasted GCD that may allow the other person to take the initiative in the fight and kill me before I can kill them when I’d otherwise have gotten the kill if I’d just gone straight into my Toppling/Sweeps. That said, I have occasionally come across some tanky people that I wish I had Purifying Light for. It may be that as I get into higher MMR games (which I assume will happen, since this build is performing extremely well in the BGs I’ve been playing so far) that gets more and more common. If so, then I’d likely need to slot Purifying Light or Dark Flare to break down tankier players.
As for potions, I’m just running tri-pots. Spell Power + Spell Crit pots would be interesting and open up skill slots for other stuff. But I really have no idea how people afford chugging those things.
I don’t think it takes long to start seeing better players. With the way the system’s setup there’s usually one or two good players per team and the rest new people after not long.
You’re right about purifying light but it also depends on your target. If is a NB or the person’s using a bow purifying light isn’t required. If they’re using S&B the burst will come in handy. I usually try and push to the back for the bow user easy kill, but sometimes you need to kill tanky types.
Oh something else I didn’t mention, switch your front bar glyph to a shock glyph.
Tri stat potions are good too, what you’re doing works. You’ll have plenty of stamina sustain which is good.
Yeah, I’m probably about 25-35 BGs in with this character since the MMR reset. It’s definitely higher MMR games than when I first played it after the reset, but the build is still doing really really well (as in, usually most kills and damage of anyone in the game and plenty of games where I die like 1 time while everyone else has died at least like 6 or 7 times), so I suspect the MMR of the games will continue to go up from here. At that point, I may need to get Dark Flare or Purifying Light into the build to break people down.
I’ve thought about putting a shock glyph on, and I agree it’s probably better, but I do worry a bit since the magicka sustain is currently just barely teetering on the edge of okay (as in, potion often comes back up right as I am running out), and the absorb magicka glyph is giving me a bit of sustain. That said, minor vulnerability will indirectly help sustain by making stuff die quicker, and also sustain tends to get easier the longer you play a build. So I’ll make the swap and see how it goes.
And yeah, I’m liking the tri-pots on this build. Amber Plasm + tri-pots + High Elf is just really great for stamina sustain. The survivability it adds is really nice. I’ve never had a magicka build that I could dodge and block with so much.
I’ve just managed to get myself a Potentates dagger with a Defending trait, and a Potentates shield with an impenetrable trait—it took getting about 7 Potentates rings first, but the RNG gods did eventually bless me. And I farmed sword and board from level 2 all the way up to level 34 (which means it’s now better than frost staff for blocking, though obviously there’s still a few more passives I’ll need to get to have all the relevant ones). So my plan is now to run Potentates sword and board back bar, with Remembrance as my back bar ult instead of Life Giver. I think that’s probably better than running the resto staff. I’ll lose some useful resto staff passives. But with a Potentates sword and board with defending and impen traits on the back bar instead of a Spinners resto staff with an infused trait, I will be A LOT tankier on the back bar. And ultimately, resto staff didn’t drop from any of the many Potentates boxes I bought, so I’m going to at least try Potentates sword and board to see if I like it.
RiskyChalice863 wrote: »RiskyChalice863 wrote: »Looks okay, but you’re missing power of the light. It’s a great delayed burst ability and would help your damage a lot. Replace honour the dead on your front bar.
Spinners is fine.
What pots are you using? You could go sp + crit plus mag and use camo hunter instead of inner light.
Definitely potatoes back bar.
My issue with Purifying Light is basically that stuff typically dies so quickly in no-CP that Purifying Light can often be counterproductive. For instance, if I come across someone and both of us can actually kill the other one within 5 seconds, then Purifying Light isn’t necessary and can just function as a wasted GCD that may allow the other person to take the initiative in the fight and kill me before I can kill them when I’d otherwise have gotten the kill if I’d just gone straight into my Toppling/Sweeps. That said, I have occasionally come across some tanky people that I wish I had Purifying Light for. It may be that as I get into higher MMR games (which I assume will happen, since this build is performing extremely well in the BGs I’ve been playing so far) that gets more and more common. If so, then I’d likely need to slot Purifying Light or Dark Flare to break down tankier players.
As for potions, I’m just running tri-pots. Spell Power + Spell Crit pots would be interesting and open up skill slots for other stuff. But I really have no idea how people afford chugging those things.
I don’t think it takes long to start seeing better players. With the way the system’s setup there’s usually one or two good players per team and the rest new people after not long.
You’re right about purifying light but it also depends on your target. If is a NB or the person’s using a bow purifying light isn’t required. If they’re using S&B the burst will come in handy. I usually try and push to the back for the bow user easy kill, but sometimes you need to kill tanky types.
Oh something else I didn’t mention, switch your front bar glyph to a shock glyph.
Tri stat potions are good too, what you’re doing works. You’ll have plenty of stamina sustain which is good.
Yeah, I’m probably about 25-35 BGs in with this character since the MMR reset. It’s definitely higher MMR games than when I first played it after the reset, but the build is still doing really really well (as in, usually most kills and damage of anyone in the game and plenty of games where I die like 1 time while everyone else has died at least like 6 or 7 times), so I suspect the MMR of the games will continue to go up from here. At that point, I may need to get Dark Flare or Purifying Light into the build to break people down.
I’ve thought about putting a shock glyph on, and I agree it’s probably better, but I do worry a bit since the magicka sustain is currently just barely teetering on the edge of okay (as in, potion often comes back up right as I am running out), and the absorb magicka glyph is giving me a bit of sustain. That said, minor vulnerability will indirectly help sustain by making stuff die quicker, and also sustain tends to get easier the longer you play a build. So I’ll make the swap and see how it goes.
And yeah, I’m liking the tri-pots on this build. Amber Plasm + tri-pots + High Elf is just really great for stamina sustain. The survivability it adds is really nice. I’ve never had a magicka build that I could dodge and block with so much.
I’ve just managed to get myself a Potentates dagger with a Defending trait, and a Potentates shield with an impenetrable trait—it took getting about 7 Potentates rings first, but the RNG gods did eventually bless me. And I farmed sword and board from level 2 all the way up to level 34 (which means it’s now better than frost staff for blocking, though obviously there’s still a few more passives I’ll need to get to have all the relevant ones). So my plan is now to run Potentates sword and board back bar, with Remembrance as my back bar ult instead of Life Giver. I think that’s probably better than running the resto staff. I’ll lose some useful resto staff passives. But with a Potentates sword and board with defending and impen traits on the back bar instead of a Spinners resto staff with an infused trait, I will be A LOT tankier on the back bar. And ultimately, resto staff didn’t drop from any of the many Potentates boxes I bought, so I’m going to at least try Potentates sword and board to see if I like it.
Nice yea, I’ve never been a fan of S&B, my first main was a magblade so I got used to evading instead of face tanking. I prefer resto just for radiating regen and the best heavies, but S&B I see a lot use.
Just be warned about remembrance. 9/10 times you use it you’ll die. If another group is pushing and you remembrance your team will scatter and it becomes a ‘get the healer’ moment. People will usually Debuff you and get their burst ready and as soon as the channel is done burst hard.
I had a couple of games against warbor and I saw him use it well. I had my Ult up and he was at the back of his group and I chain toppled to get to him healing at the back, and as soon as I was close he remembranced and I was forced to retreat. In a situation like that it worked well for him, so make sure you only pop it if you’re with brawlers and maybe preemptively against someone’s burst? I’m not sure how to best use it, I like being evasive so don’t like the ability.
RiskyChalice863 wrote: »EtTuBrutus wrote: »Spinners/ amber
3288 max mag
258 spell dmg
833 spell crit
250 magicka regen
250 stamina regen
3450 penetration
-To supplement sustain youre using atro and 1 regen glyph, you're monster set needs to be defensive your youll get ran over-
nma/trans/ willpower front bar (while on front bar)
1752 mag
610 spell dmg
1666 crit
258 magicka regen
1487 spell penetration
1289 critical resistances
With everything the same besides sets:
You're currently gaining:
+1536 max mag
+250 stamina regen
+1963 penetration
By giving up:
-352 spell dmg
-833 crit rating
-8 magicka regen
-1289 crit resistance
That's how i look at it and it's why i run what i use.
It’s an interesting alternative build, and I imagine it works quite well.
You did forget about the NMA cost increase though.
And if you’re back barring Transmutation (which it seems like you are, and obviously makes sense since the 5-piece works when back barred), then you can’t actually get the 1752 max mag and 1666 crit at the same time. It’d be 1752 max mag and 833 crit on one bar, and 1666 crit on the other bar.
That means that when both builds are on the front bar, the differences are more like this:
I’d be gaining:
+1536 max mag
+250 stamina regen
+1963 penetration
5% lower ability costs
By giving up:
-352 spell dmg
-8 magicka regen
-1289 crit resistance
Also, just in general, I really really like the stamina regen from Amber Plasm for no-CP. In no-CP, magicka characters really struggle with having enough stamina to do the breaking free, blocking, and dodge rolling that is often necessary to stay alive. In my opinion, it’s by far the biggest issue magicka builds have in no-CP. That 250 stamina regen on Amber Plasm is really amazing and adds tons of survivability.
RiskyChalice863 wrote: »I’m thinking of trying out to swap Cyrodiil’s Light in for Spinners and Grothdarr in for Mother Ciannait. In essence, that’s basically just swapping out Spinners’ 5-piece penetration bonus for Grothdarr’s 2-piece, and switching out the Mother Ciannait damage shield for Cyrodiil’s Light’s 15% damage mitigation when using Sweeps. I tend to think that that’s a good trade-off. It could also be Skoria or Slimecraw instead of Grothdarr—the point is basically to do a damage monster set.
Any thoughts? In the end, I suspect the damage would be very similar, the sustain would be a bit lower (just from losing the Mother Ciannait sustain), and I’d be a lot tankier while on the offensive.