Joinovikova wrote: »Why u create such stupidly OP unbalanced set for what reason? to kill pvp completly?
2 – Adds 129 Weapon Damage
2 – Adds 129 Spell Damage
3 – Adds 1487 Physical Penetration
3 – Adds 1487 Spell Penetration
4 – Adds 129 Weapon Damage
4 – Adds 129 Spell Damage
5 – Increases your Physical and Spell Penetration by 13355 against Off-Balance enemies.
... so Toppling Charge +Elemental Drain and will remove nearly all ALL resistance ...so OP godplar will have kills combo with zero counterplay? WTF?...
Yep, totally agree, there seems to be one set to rule them all in cyrodiil next patch, why bother having any other set for pvp? You need to half the pen on this set and still it would be top notch.
This is the question. How much lower could the pen bonus be for people to consider running other sets?
SavageChain wrote: »RiskyChalice863 wrote: »SavageChain wrote: »RiskyChalice863 wrote: »SavageChain wrote: »LuxiasCaelum13 wrote: »You want an OP magplar?
-2 piece troll king, even if they want to nerf it you'll still get 1k regen (2 light)
-5 piece Stunh (1 heavy, 1 med, 3 light)
-5 piece Eternal vigor (jewels, lightning sharpened staff and defending resto)
5k less resistance from elemental drain, 2~k from light armor passives, another 2k from sharpened and 13355 fron stuhn for a total of 22~k pen and 2k (+ at least 500 base hp regen) passive healing for using sweeps.
What a wonderful meta we are gonna have, right?
Not a templar meta, because templar will feel weak stripped away some of their healing power. It will be a heavy armor new moon or fury, malacath ring and stunh meta with dizzy. Maybe they occasionally also transform to werewolves, which also have off balance. Magplar compared to that will be a joke...
Btw your magplar build is pretty weak just saying.
I don’t think it makes sense to think Magplar would be hit more than other classes by healing changes. Aside from MagSorcs, every class in the game relies pretty heavily on healing. And, in fact, I think the healing changes are probably a buff to Magplar, for the simple reason that I think Magplar will be hurt less than most other classes by it.
Why is that? Well, I believe that the way the Puncturing Sweeps heal functions, it won’t be affected by this change at all. After all, Puncturing Sweeps is a percent heal on damage—which will still be affected by -50% from Battle Spirit, not -60%—and I believe Battle Spirit isn’t then applied again to the heal. So the heal on Puncturing Sweeps will effectively bypass the PvP healing nerfs. So, considering that Puncturing Sweeps is a very significant component of Magplar healing, I think Magplar healing overall is going to be less hit than other classes’ healing. In other words, most classes will have *all* of their healing reduced by an additional 10%, while only *some* of Magplars’ healing will be.
Another factor is that less healing will make sustained pressure a bit better than it is now. Burst combos obviously aren’t affected by the healing reduction, since the whole point of a burst combo is that it kills before healing is relevant. But sustained pressure will be better since it will be quite a bit harder to heal through it. Normally, one would say this would improve DoTs. And it surely will. But, even so, DoTs are likely to still be pretty weak IMO. However, Magplars are one class that actually does a ton of sustained damage (Sweeps). It’ll become a lot harder to self-heal through Sweeps, which will make Magplar offense a good bit more effective. Other classes will obviously benefit too, but the more a class can output sustained pressure, the bigger a buff the healing reduction is to their offense.
This Stuhn’s set will be good for Magplars, but they definitely aren’t the only class that will be able to utilize it really well. That said, they are one of the several classes that can basically trigger off balance on demand with a single ability, so they will be one of the best classes at utilizing it.
Well I can tell you why your argumentation doesnt really make sense.
Currently we have more or like 2 or 3 stamina classes, which are overhealing in PvP, namely stamdens, stamdks and stamnecroes. The first two do that, because as most stamclasses they reach very high vigor tooltips and combine it with major mending and further healing passives, additionally to them they have also several burst heal options. Stamnecro is a bit different, since they are overhealing thanks to their stacked mitigation sources, basically less in need of strong heals. All three have enough healing power to stay at 80-100% of their health bars at all time in PvP, meaning they are overhealing. compared to that magclasses like magplars, magdks and magnecros rely pretty much on their burst heals. Mostly they use it when low (because why would you use a burst heal at 80%), meaning they are already pressured and probably take more damage as if they arent low. Their burst heal if used at the right time, will heal them up to exactly 100% or lower (if they overhealed, that would mean they used their heal too early). With the healing changes they will have to heal earlier to get back to 100% or they will see how they usual burst heal doesnt get them as high as before, reliefing them less from the pressure. Stamina chars on the other hand use vigor like a buff or proactively, meaning that some of their heals is wasted anyway, called overhealing.
Puncturing sweeps might heal a bit, but its heal is only really significant in a situation, where you are overwhelming your enemy, knowing that the weak heal from it gets you back up since your enemy doesnt hit back. Against an equal matchup jabs will nowhere be a reliably healing source to stay on the offense for a longer time. Even extended ritual helps there more. So basically you get a few percent more healing on an unreliable pretty small healing source.
Sustained pressure in those game is a very confusing definition and people sadly confuse it a lot. It actualy should apply to a class relying on dot damage. Sadly dots were nerfed to a state you cant call them pressure anymore. Calling puncturing strikes sustained pressure therefore is nonsense, because its a spammable. Otherwise actually everey class spamming a spammable would have sustained pressure.
Last point why you are wrong is because you are saying they are one of a few classing being able to use it reliably. This set is good for any class with access to offbalance, meaning every stamina class in all conten can use it to its full extent thanks to dizzying swing. In cp actually every class can use it, since the cp passive tacticioner sets enemy offbalance too, so even magicka classes could use it easely. Even in no cp every stamina class has still dizzy to offbalance enemies, magdens have a spammable applying offbalance, magdks have offbalance built in the proc of flame lash. Offbalance is a wide spread debuff, so saying magplar can make great use of it is kind of nonsense, because pretty much every class can do that.
A few points:
1. I don’t see how your point about overhealing makes sense.
- For one, both magicka and stamina classes have burst heals and HoTs. So there’s not some dichotomy where magicka uses burst heals and stamina uses HoTs. Magicka classes have HoTs, and Stamina classes have Rally, so everything you said about burst heals and HoTs applies to both.
- Secondly, just as a magicka player would optimally not burst heal in a way that makes them overheal, a stamina player would optimally not have built into healing so much that they’re overhealing a ton (if someone is overhealing a ton, then they would very likely be better off investing more in sources of damage that provide more damage but don’t increase healing—such as penetration, minor berserk, sources of additional weapon damage that only affect certain types of attacks, etc.).
- More importantly, I don’t see how the fact that stamina classes may overheal by doing things like pre-casting Vigor really matters at all for the purposes of what we’re discussing. The point is that when stamina classes *aren’t* overhealing (i.e. the times where they really need the healing to stay alive), their healing will be reduced just like a Magplar’s would be when they really need healing. In fact, stamina class’s burst heal doing less healing is arguably worse for them, since the way Rally functions means they can’t do consecutive burst heals—if their burst heal leaves them still low, they can’t just use another one.
- And, of course, it’s also worth noting that those stamina classes that you say are overhealing a ton will be overhealing a lot less with so much less healing, as they’re much less likely to have HoTs that heal more than the incoming damage.
So I just think the whole overhealing argument is essentially a made-up argument that simply gets you to the conclusion you want to get to.
2. Puncturing Sweeps heals much more than “a bit”
Puncturing Sweeps heals quite a lot. Granted, it can be mitigated by people blocking or avoiding the damage, so it’s not entirely consistent. But it’s a very significant heal, and makes up a large percentage of a Magplar’s self healing. As an example, let’s just take my current Magplar. I’m going to assume it is no-CP, because that’s the PvP I tend to play, but I don’t think CP would fundamentally affect the following in any significant way.
Fully buffed, my Extended Ritual has a tooltip of 2543 every 2 seconds. That’s 1272 healing per second, which would turn to 636 healing per second with the current Battle Spirit. I have 33.7% crit rate, with 50% critical healing. Taking that into account, Extended Ritual will average 743 healing per second on me.
Meanwhile, my Sweeps tooltip is 2979 per hit (with four hits, obviously), with 43% of damage being returned as healing. Obviously, the amount of healing this does depends on the tankiness of the person I’m attacking. But here’s the deal. In order to only do 743 healing per second while I’m using Sweeps, my Sweeps would have to do only 1728 damage. Assuming an opponent in full impen gear, that would require my opponent to have about 74% damage mitigation on top of Battle Spirit. And I’ve got 8243 spell penetration. Sweeps will almost always do more damage than that—and usually a lot more.
Just to put some color on this, let’s say I’m facing a player who has 30k spell resistance, minor protection, major evasion, and full impen gear (again, all in no-CP, so 30k spell resistance is really high). This is a very tanky individual who will limit the self-heal on Sweeps by mitigating lots of damage. If I hit that person with a full Sweeps, it will on average do 3071 damage. I will therefore average 1321 healing from that. That is still almost *twice* the healing per second on Extended Ritual. Yes, you can construct a scenario where that same person is also on their back bar blocking with a sword and board, and therefore Sweeps actually provides a little less healing than Extended Ritual. And yes, if you only connect on that tanky person with 1 or 2 of the Sweeps hits, then the healing would be lower. And those things do happen. But there’s also many scenarios where you’re hitting multiple people with your Sweeps and the healing scales up even more, as well as many scenarios where you aren’t attacking someone with 30k spell resistance, minor protection, major evasion, and full impen gear.
Overall, it seems quite obvious to me that Magplars that are on the offensive are typically getting significantly more self-healing from their Sweeps than they are from Extended Ritual. So I just don’t see how you’ve concluded that it’s a “pretty small heal” that is overshadowed by Extended Ritual’s healing. It’s just factually incorrect. It’s simply objective fact that the healing from Sweeps is a very significant portion of a Magplar’s self healing when they’re on the attack. And it is self healing that will not be nerfed by this change to Battle Spirit.
3. You’re missing the point about sustained damage
You can classify it as whatever you want. The point is that less healing doesn’t make it easier to kill someone with a burst combo, while it *does* make it easier to kill someone with sustained damage. This is a very obvious fact, since healing is irrelevant to whether a burst combo kills you, while healing obviously mitigates sustained damage. This means that a nerf to healing will benefit classes and builds that rely on sustained damage significantly more than it will benefit ones that rely on burst damage. Magplars do have burst in their kit, but ultimately they rely a lot on Sweeps, which is just inherently a sustained damage ability rather than a burst ability, since it is a multi-hit channel. So nerfs to healing will benefit Sweeps quite a bit, which means Magplars will benefit from it much more than classes whose offensive kit is more based around making a bunch of damage hit all at once.
4. It is not nonsense to say Magplars will be one of the best classes at utilizing Stuhn’s
First of all, I simply did not say that “they are one of a few classes being able to use it reliably.”
That aside, what I did say is that “they are one of the several classes that can basically trigger off balance on demand with a single ability.” And that is true. Yes, stamina classes can also do that, with Dizzying Swing. Realistically, though, that doesn’t apply to Stamplars, because they almost certainly won’t be using Dizzying Swing and therefore will not be able to utilize Stuhn’s very easily. Yes, Magdens can do it too. But Magplars can definitely proc off balance more easily than Magcros, MagSorcs, MagDKs, Magblades, and Stamplars. MagDKs have relatively easy access to off balance, but even that is a two-step process, rather than triggering off balance with a single ability. Magblades have access to off-balance, but it is not reliable, since it doesn’t work if you’re pulled out of cloak. Magcros and MagSorcs basically don’t have directly access to it. And Stamplars don’t have access to an easy off balance trigger unless they abandon Jabs or actually run Toppling Charge despite it being a magicka ability—either of which isn’t really ideal.
And even comparing to Magdens and Stam classes using Dizzying Swing, I’d argue Magplars are better able to utilize Stuhn’s. This is primarily because their off balance trigger also stuns the person at the same time. This will make it easier to actually utilize the burst window that Stuhn’s provides. With both Magdens and Dizzying Swing, there will be some potential counterplay, where you can turtle up and/or avoid the Stuhn’s burst after you’re set off balance. Granted, the window will be very short with Dizzying Swing (since the next one will stun you). But there won’t be any such window with a Magplar, since you will be stunned. And that’s not even mentioning the fact that, compared to Dizzying Swing, Magplars will be able to immediately proc off balance on someone who isn’t already in melee range.
Well your arguments are petty easely countered though...
1. Stamina is overhealing, because they have both strong hots and burst heals, meanwhile magclasses in most cases do not use both. Thanks to the high scaling of weapon damage, vigor, rally and all other stamina heals have innate more healing than their magicka counterparts. An example would be the wardens skill fungal growth. On a typical warden build, the magicka morph is a pretty bad heal, meanwhile the stamina morph on a typical stamina build actually is a decent and viable heal.
Stamina players tend to use their hots mostly proactively, meaning before engaging with a combo to get away with high health after finishing the combo. Mostly they easely just outheal the damage of dots on them, when they enemy i son defense.
2. You just have proven with your math, that sweeps actually heals less than extended ritual. Your end results against a tanky buidl resulted in almost twice the heal from ritual or something along these lines were your words. Now in a normal 1v1 you will never use sweeps every second. Your argument is based on the comparison of hps of sweeps and ritual, but your ritual has 100% uptime in a fight, meanwhile you will never use sweeps as much between all your buffs and other damage skills. In an even matchup we spread the offensive windows evenly, so that you and your enemy both have an offensive window, where your enemy is defending or at least rebuffing. So this means half your time you are offensive and half the time defensive. Your offensive window most likely includes entropy and vamp bane or solar barrage as dor pressure, than puryfying light, followed by an ult when ready a stun and 3-4 times jabs. Basically half the time of your offensive window is jabs, threrefore a 4th of your whole fighting time is jabs. Your own statement is, that jabs has almost twice the hps than extended ritual, but only has an uptime of 25% meanwhile ritual has 100%. This makes extended ritual actually heal more than twice than jabs.
3. Again you say sweeps is a channel and therefore sustained pressure. Lets add two dots and sweeps as you total sustained damage, but isnt that the same as a stamdk with two dots and spamming dizzying swing? both ahve two dots, so basically you are comparing jabs spam with dizzy spam. So basically you are saying spamming a spammable is sustained damage, therefore every class actually has sustained damage. This argument of saying magplar profits from it more because it has sustained damage is therefore nonsense. There is no sustained damage in the form you mean in the game anymore, since dots were nerfed to the ground. Every class tries to burst down people, some have shorter burst combos, some others have longers. Magplars burst comes from the crescent and puryfying light, other classes have their own with blastbones, shalks, curse or whatever. Some classes come closer to one shot combos, meanwhile magplars do not. their burst comes after 6 seconds and they need to fill it up. Normally with precasted dots and the jabs spam, but thats just comparable to somebody spamming dizzy and getting of their shalks or blastbones in between. The concept of sustained pressure just doesnt exist anymore, so all classes benefit the same from the healing reduction.
4. You are right, templars have a cc tool with offbalance, but same counts for every stam class with dizzying swing (if you forgot, that dizzy stuns on second use or every weaved medium attack on offbalance enemies stuns, which actually is more dangerously than being cced by topppling charge, since the cc is off global cooldown and the hard hitting follow up comes immediately and not a second later). Therefore magplar profits the same as all stamclasses and together with a few other magclasses like wardens. Btw many stamplars use toppling charge too. Half of the maglcasses though were left behind, since they have no access to offbalance as easely as magplars. So basically 75% of all classes have an easy and reliable tool to set enemies offbalance.
Slowbromance wrote: »With this set there's really no reason to heal in Cyrodiil anymore, not to mention the new 60% healing reduction in Cyro. Pandering to one play style yet again. This set will be just like Sload's was with Summerset release.
I'm honestly just tired of ZoS siding with cry babies saying that healing is too strong in the game. It's not. If you are good at your job, it's not. People make these tank/DPS hybrid builds and get mad when someone can out heal the damage they output.
This game gives you several options to balance your toolkit, and if someone is playing right they can down any healer. People have gotten lazy and cry in the forums when their tank/sustain/proc build they have setup doesn't work as soon as a good healer shows up.
And then ZoS yet again takes from the healing kit and makes sets like this to discourage PvP healing. Might as well grab this set and have fun with it for the next three months until they kind of balance it like they did with Sload's. It will not change in PTS.
SavageChain wrote: »Yes most stam classes just have ridiculous healing...that the whole point, that together with better mobility makes every soloer mostly play stamina atm. And in the case of stamcro, this very strong healing is paired with extreme stacking of mitigations. Extreme healing, mobility and mitigation results in overhealing....
SavageChain wrote: »Yes most stam classes just have ridiculous healing...that the whole point, that together with better mobility makes every soloer mostly play stamina atm. And in the case of stamcro, this very strong healing is paired with extreme stacking of mitigations. Extreme healing, mobility and mitigation results in overhealing....
ZOS proceeded down the "make all classes capable of all roles" path which results in builds capable of damage, tankiness, and self healing.
In most MMOs you have a defined class in the "trinity". That creates hard limits on a build causing you to trade off damage for suvivability or healing.
Others have better designed build or skill trees that prevent you from maxing out dps, tank, healer skill trees at the same time. You can be excellent in one, limited in the other two or average in everything. CP is the exact opposite of this concept...you get maximum benefit spending everywere rather than maximum benefit from heavily investing in a few stars.
@ZOS_BrianWheeler
Dear Chef, to counter tank meta we need soultions targeted in high resistance builds not in general in everyone who has resistances, we need soultions that are highly effective against high resistance targets and not effective against low resistance targets.
E.g. you ignore (0.1*target resistances)^2 of your target resistances so vs someone with 30k resists you would gain 9k penetration, vs someone with 20k resists you would gain 4k penetration, vs someone with 10k resists you would gain 1k penetration and this would be minimum pen you can get from this set.
Deathlord92 wrote: »High damage needs to happen the tanky meta sucks
SavageChain wrote: »Yes most stam classes just have ridiculous healing...that the whole point, that together with better mobility makes every soloer mostly play stamina atm. And in the case of stamcro, this very strong healing is paired with extreme stacking of mitigations. Extreme healing, mobility and mitigation results in overhealing....
Well I gonna try making it short for you:
Yes magplars still use additional skills for dot like pressure like entropy, vamps bane, solar barrage and puryfying light, because additionally to their damage those skills passively grant sorcery and prophecy buffs. In competent duelling magplars use entropy all 10 seconds, because the damage is still damage they need to fill up puryfying light. Additionally solar barrage or vamps bane is used to help again with loading puryfying light and for considerable damage. The low cost of crescent sweep allows using it every second offensive window. So half of your offensive window is filled with dots, cc and ult.
Why jabs is not that great of a heal is because a templar normally has no great proactive healing or strong defensive measures, therefore a magplar starting to be offensive with low health is pretty much dead, since jabs can not be blockcasted. So you are at something between 80-100% health when you start being offensive and therefore the healing of jabs heals you maybe for zero health, if you are already at 100%. It is very likely that the heal is insignificant because of the templars nature. s you said yourself, jabs is like 50% of your offensive window, so like 25% of all time and the first heals of it will not heal you mostly, since you start your offense at high health, meanwhile ritual is up all the time, when its needed and when not.
About puryfying light: Naturally this skill is only used when facing an equal enemy and if you are by your own. Therefore bgs is a bad example, because you either pugstomp there, so no need for a 6 second delayed damage, because pugs die with 3 jabs same as they die withing 3 dizzying swings. Additionally you wont use pury in a group setting, since the delay is too long and a group focusing a target makes it too slow anyway. if your enemies die before pury would go off, just means you have help from your group or you are facing pugs.
Jabs just have the highest damage tooltip, but reality shows that its damage in a real scenario is between the normal spammable of every class and a delayed damage ability. The average damage of it is very much comparable to dizzying swing or flurry. Alos lets not forget jabs being the only spammable to be mitigated by evasion, which is used by like half of all PvP builds.
About offbalance and stun mechanic of toppling charge compared to dizzy:
Toppling charge as you said has a delay annd therefore is easy countered by blocking or dodging. Delay between follow up burst is through topplings delay and the ult cast time similar, the difference is that with toppling you exactly know when the stun is coming, making a templars offense easely foreseen. There are two options: toppling comes right after buffing up and initiating the offense, so right after puryfying light or dark flare. Its easy predictable. The other possibilty is to stun right, when puryfying light explodes. If its not number one, its number too and therefore the whole offesne of magplars is easely countered. Meanwhile the the stun coming from a stamina char is much less predictable, since they can choose when to stun with the medium attack and sneak in the stun rather like having a delayed and very predictable animation for the stun.
JayKwellen wrote: »If someone could talk me out of my brewing depression over what's gonna happen to my class I would greatly appreciate it.
Urzigurumash wrote: »JayKwellen wrote: »If someone could talk me out of my brewing depression over what's gonna happen to my class I would greatly appreciate it.
Maybe this will cheer you up - from my view no class benefits less from the array of Mythic Items than MagNB
Urzigurumash wrote: »Well I could definitely be wrong, it just seemed to me like MagDK and MagCro would benefit from the speed boots and rings more than MagNB. As for the sustain amulet, seems about equally good on every class, but inherently better for most stam classes, since running with low mag is less of a liability than running with low stam on a mag, since less than 50% stam on a mag might not even be enough to roll dodge, break free, etc, and only stam classes using a mag burst heal suffer much from running with less than 50% mag. I could be wrong about all that, just my impression that pretty much every class can make better use of these than MagNB