Why am I being discouraged from using Sword and Shield or an Ice Staff in Light Armor? If I want to make up for the squishiness of Light Armor by running a Shield or Ice Staff then I should be able to.
kendellking_chaosb14_ESO wrote: »Why am I being discouraged from using Sword and Shield or an Ice Staff in Light Armor? If I want to make up for the squishiness of Light Armor by running a Shield or Ice Staff then I should be able to.
It makes sense robes weighing pretty much nothing and having no ability to help you “brace” while blocking like a sturdy stiff piece of leather or plate metal can.
Also to force a trade off of power and defense.
Araneae6537 wrote: »It shouldn’t cost more but be less effective than blocking in heavy armor, no? That would make sense. Like using a shield blocks more damage.
Why am I being discouraged from using Sword and Shield or an Ice Staff in Light Armor? If I want to make up for the squishiness of Light Armor by running a Shield or Ice Staff then I should be able to.
Araneae6537 wrote: »It shouldn’t cost more but be less effective than blocking in heavy armor, no? That would make sense. Like using a shield blocks more damage.
It would still be less effective than heavy armor blocking even if they removed the increased block cost. Light Armor reducing the amount of damage you can block wouldn't be any better either since it would still be discouraging a player from using a Shield or Ice Staff. Discouraging a player from using X armor type with X weapon ultimately limits player choice and goes against the whole "play how you want" thing ZOS has been going for in combat design.
Indeed.As a magDK with only 15k stamina, light armor, and a habit of blocking enemy bursts.... this is going to hurt
Indeed.As a magDK with only 15k stamina, light armor, and a habit of blocking enemy bursts.... this is going to hurt
Blocking is very important in PvP, and almost all Magicka builds in no-CP already have an extremely limited capacity to do it. Now it'll cost more in light armor, as well as having an extra 5-7% incoming damage above and beyond the higher damage you'll already be taking due to substantially lower resistances when compared to heavy. Having 15% cheaper dodge roll is nice and all, but it's not like that's going to allow us to spam it endlessly in order to actually stay alive and hopefully not get 1-shotted by every random Stamina build that's trying to line up a relatively simplistic burst combo.
I don't see how light armor will be at all viable in no-CP PvP next patch, barring some fairly significant changes over the next 5-6 weeks. For CP-enabled fights, certain CP stars revolving around shields might be enough to make it workable, at least for Sorcs. 'Course, if Stamina builds all start picking up some of that same CP, and get an extra +40% damage against your shields...good luck.
That's fine in theory, but in practice Magicka in light armor is indeed more "glass" than Stamina in either medium or heavy, but significantly less "cannon" as well. I'm far more worried about a Stam Sorc's Dizzying Swing -> split second Medium Attack damage/stun + Crystal Weapon + Vateshran 2h Proc -> Dawnbreaker than I am any Magicka-based burst combo. Sure, a Mag Sorc that gets lucky procs and machineguns out several back-to-back Crystal Frags hurts (sidenote: making that able to proc from itself was a terrible change), but it's not nearly as reliable, and a Mag Sorc is usually far easier to counterpressure and has less room for error.MashmalloMan wrote: »Light armor is esentially the glass cannon of the game. It makes sense.. plus, if you're doing the typical 5/1/1 setup, then you're only going to only take +4% from martial attacks and -4% from magical attacks, light armor also received a buff from 360 spell resist per piece to 720. So you're becoming a lot more tanky against magical enemies, but slightly less tanky against stamina enemies. It's a net gain.
MashmalloMan wrote: »In the same line of thinking, the changes to what we get on base stats are amazingly helpful for your off resourece, everyone is getting +4k stamina and magicka. For stamina players, our magicka resource being around 10k in no cp was always enough to cast a few skills of utility like Streak, Crit Surge and Dark Deal, so while the extra magicka is useful, it's not really helpful beyond a certain point because it's used to cast a few abilities every once and awhile.
For magicka players, your stamina bar is a lot more important, resulting in life or death scenario's because you can't break free from a stun or roll dodge a Dizzy Swing. Magicka light armor users have been forced into using sets like Shacklebreaker or investing into stamina regen to compensate for this. Not to mention in CP pvp, instead of getting +10% stam regen, you can now have +150 hp/stam/mag regen as a slottable, this is a lot stronger for players with little investment into regen as most magicka players struggle with.
Yes, the 4k stamina on base stats is to help replace the 20% we were getting from cp, however, in my experience the trade is more beneficial the less stamina (or magicka/health) investment you had before. As an off resource, you will see a net gain here too. Even on my pure stamina dps, it seems I'm receiving more stamina than I was on live because I have more freedom with my food choice and you can add another 3600 stamina through cp alone. My magicka on a pvp build that had all tri glyphs and Sugar Skulls food, shot up to like 20k magicka. Magicka that I DO NOT need.. I can't imagine the amount of freedom magicka players are going to have now with these max stamina changes alone.
Indeed.As a magDK with only 15k stamina, light armor, and a habit of blocking enemy bursts.... this is going to hurt
Blocking is very important in PvP, and almost all Magicka builds in no-CP already have an extremely limited capacity to do it. Now it'll cost more in light armor, as well as having an extra 5-7% incoming damage above and beyond the higher damage you'll already be taking due to substantially lower resistances when compared to heavy. Having 15% cheaper dodge roll is nice and all, but it's not like that's going to allow us to spam it endlessly in order to actually stay alive and hopefully not get 1-shotted by every random Stamina build that's trying to line up a relatively simplistic burst combo.
I don't see how light armor will be at all viable in no-CP PvP next patch, barring some fairly significant changes over the next 5-6 weeks. For CP-enabled fights, certain CP stars revolving around shields might be enough to make it workable, at least for Sorcs. 'Course, if Stamina builds all start picking up some of that same CP, and get an extra +40% damage against your shields...good luck.
MashmalloMan wrote: »In the same line of thinking, the changes to what we get on base stats are amazingly helpful for your off resourece, everyone is getting +4k stamina and magicka. For stamina players, our magicka resource being around 10k in no cp was always enough to cast a few skills of utility like Streak, Crit Surge and Dark Deal, so while the extra magicka is useful, it's not really helpful beyond a certain point because it's used to cast a few abilities every once and awhile.
For magicka players, your stamina bar is a lot more important, resulting in life or death scenario's because you can't break free from a stun or roll dodge a Dizzy Swing. Magicka light armor users have been forced into using sets like Shacklebreaker or investing into stamina regen to compensate for this. Not to mention in CP pvp, instead of getting +10% stam regen, you can now have +150 hp/stam/mag regen as a slottable, this is a lot stronger for players with little investment into regen as most magicka players struggle with.
Yes, the 4k stamina on base stats is to help replace the 20% we were getting from cp, however, in my experience the trade is more beneficial the less stamina (or magicka/health) investment you had before. As an off resource, you will see a net gain here too. Even on my pure stamina dps, it seems I'm receiving more stamina than I was on live because I have more freedom with my food choice and you can add another 3600 stamina through cp alone. My magicka on a pvp build that had all tri glyphs and Sugar Skulls food, shot up to like 20k magicka. Magicka that I DO NOT need.. I can't imagine the amount of freedom magicka players are going to have now with these max stamina changes alone.
I've played Stamina and Magicka builds in PVP, and even on my Stamina builds I've always come back to using tri-stat food. You need Magicka to buff, CC, and heal.
The generalization that "in PVP Magicka needs Stamina, but Stamina doesn't need Magicka" is not true in my experience. Both builds needs the other resource.