Maybe it's just me being new to the game, but the disparity between magic vs stamina is interesting to me.
Any reasons for this? I would like to know and maybe go respec my main...
Maybe it's just me being new to the game, but the disparity between magic vs stamina is interesting to me.
Any reasons for this? I would like to know and maybe go respec my main...
Like OP said, ranged classes can do damage and play the mechanics at the same time. While as melee you have to stay close do do damage and sometimes you can't even hit the boss with anything but Endless Hail and Poison Injection.
RogueShark wrote: »Maybe it's just me being new to the game, but the disparity between magic vs stamina is interesting to me.
Any reasons for this? I would like to know and maybe go respec my main...
Like OP said, ranged classes can do damage and play the mechanics at the same time. While as melee you have to stay close do do damage and sometimes you can't even hit the boss with anything but Endless Hail and Poison Injection.
On top of this, it's easier to support mag. Trials generally need ranged DPS for mechs; mag can do melee DPS easier and better than stam can do ranged. So you generally want some mag or ranged... but it's pointless to split group DPS types. For example, stam groups want alkosh/tremorscale; a full mag group can have supports wear other sets as mag pen caps without alkosh. You also can't really have a stam DPS in zen or other "support" DPS sets. Mag also tends to have better cleave/aoe.
The issue with mag outperforming stam in PvE goes far beyond being able to do ranged damage, unfortunately.
kringled_1 wrote: »I suspect the magnitude of the gaps is a bit exaggerated by player selection issues - i.e. a lot of the better players have options and are picking the higher performing specs. People who are running in guilds/groups that seriously optimize will be in all magicka builds, even if its a quick vSS non HM run to farm gear for someone. When I've been in recent runs with stamina builds, those are mostly groups/guilds with much less vDLC trial experience, much less group set and composition control, and lower damage.
Everest_Lionheart wrote: »I suspect that Magcro is using a different choice of dots is a completely optimized group. People overlook vampires bane and run circle of protection for the extra dot instead. Vampires bane is fire damage and as such gets boosted by the fire damage boosts provided by DK from engulfing flames plus burning status. Also if DK is running Zen’s with full stacks that’s another 5% damage boost. Should also mention Encratis here as well which makes its way into any optimized group for another 5% boost. Without all the boosts vampires bane is just another dot, but it outperforms all other class dots by a mile with all the extra boosts.
MagDK numbers seem a bit low but most high end groups only have one running buff sets like Zen’s and/or MK so their personal damage takes a hit but group damage gets an insane boost. If more DK were in pure damage sets they would move up 3-4K more dps overall possibly more.
Magcro is a beast and it’s numbers are steadily climbing especially since more healers are running RO and tanks are now running catalyst. This is allowing Cro’s to wear full damage sets and basically parse it out start to finish. The popular dot build combined with serious group buffs has them over performing slightly. I know because I play one myself, being free of Catalyst and MA has unleashed the beast. Cro was a beast in 4 man already and now shines in 12 man. The trade off being how challenging pulling off a great Cro rotation can be, but once you’ve got it, you are a superstar.
Magden I suspect is in that lower place also because it’s rotation can be unforgiving, but also many people are starting to run a brittle build which tanks personal dps but massively boosts group DPS. That’s the trick to trials now, optimization.
And that’s where stam gets left in the dust. There aren’t enough group sets that can boost martial damage for everyone. Each stam toon has to wear their own individual set to get those benefits. Stam needs more than more pen or higher weapon damage to compete, they need strong support sets to make the play style more viable. They can parse hard on the dummy but underperform in content. The exact opposite of the mag classes.
FantasticFreddie wrote: »When you compare the utility of each class the gap gets even wider. The only dps classes that bring meaningful class buffs are sorc, Templar (but can be easily brought by a healer) or a cro.
Nightblafes bring nothing to a magicka team, wardens bring minor toughness but a healer does it 10x better and you often don't need it.
Cro brings AOE major breech and aoe major vulnerability
PigofSteel wrote: »So they nerf even more. Interesting we will see who will play veteran dlc dungeon and trials... I guess people will play only normal modes. I guess they want us to use 2x crit chance sets and sharpened weapons with lover mundus like i see it...
Maybe it's just me being new to the game, but the disparity between magic vs stamina is interesting to me.
Any reasons for this? I would like to know and maybe go respec my main...
PigofSteel wrote: »So they nerf even more. Interesting we will see who will play veteran dlc dungeon and trials... I guess people will play only normal modes. I guess they want us to use 2x crit chance sets and sharpened weapons with lover mundus like i see it...
Everest_Lionheart wrote: »PigofSteel wrote: »So they nerf even more. Interesting we will see who will play veteran dlc dungeon and trials... I guess people will play only normal modes. I guess they want us to use 2x crit chance sets and sharpened weapons with lover mundus like i see it...
Once you grasp the mechs it’s not so bad. What they have done is made it so that mid tier can’t just burn through like the upper tier can. None of the changes will affect the top players in any significant way. The only thing that the crit and CP changes managed to do was move the goal posts for the middle, but once you’ve caught up or adjusted you play style a bit none of it is really hard outside of vSS HM portal final boss and solo portal magblade in vCR+3.
I’ve managed several trifecta runs in vet dungeons since the current patch while under the DPS soft cap including SCP, Fang Lair and Frostvault. I’m progging vSS HM’s and have clears on all but final boss just this week. VAS2 is still out of reach at the moment but it’s team errors in execute holding us back. I am a solo portal magblade for vCR3 and it’s hit or miss down there but it’s a question of reps as I’ve only been serious about the class for about 3 weeks now. When I dies it’s less to do with nerfs and more to do with colossal unforced errors in unforgiving situations or sometimes just bad RNG. VCR3 will teach you all about bad RNG when you get fire before you can shed ice and and orb spawns on your head.
But honestly though hard modes are everything you would expect them to be while you learn mechs and once you clear them you realize just how simple it was. Most mechs are there to force you to panic and make errors. Eliminate the errors and overcome the challenge. It’s that simple.
I had read in the forums about people having issues with running MagDK in content, so I wanted run a vAA on my MagDK to see where she is at. MagDKs also play within melee range, especially if you're running dual wield front bar.
I think I did wholly reasonable with only running Mother's Sorrow, non-perfected False God, and FORGETTING TO TRAIT TWO OF MY JEWELS AS BLOODTHIRSTY (AUUUUGGGGHHHH). She still parses juicy, and I never once ran out of magicka. Pics below of the CMX. (Click to enlarge)
RogueShark wrote: »
Again, playing in melee is NOT the biggest issue. Stam is not "just melee". Yes, you do need ranged to avoid having stacking issues in some trials where stacking is just a bad idea (vKA HM, as an example).
Being in melee is not the big deal some people think it is. Everything else is the problem.
furiouslog wrote: »Everest_Lionheart wrote: »PigofSteel wrote: »So they nerf even more. Interesting we will see who will play veteran dlc dungeon and trials... I guess people will play only normal modes. I guess they want us to use 2x crit chance sets and sharpened weapons with lover mundus like i see it...
Once you grasp the mechs it’s not so bad. What they have done is made it so that mid tier can’t just burn through like the upper tier can. None of the changes will affect the top players in any significant way. The only thing that the crit and CP changes managed to do was move the goal posts for the middle, but once you’ve caught up or adjusted you play style a bit none of it is really hard outside of vSS HM portal final boss and solo portal magblade in vCR+3.
I’ve managed several trifecta runs in vet dungeons since the current patch while under the DPS soft cap including SCP, Fang Lair and Frostvault. I’m progging vSS HM’s and have clears on all but final boss just this week. VAS2 is still out of reach at the moment but it’s team errors in execute holding us back. I am a solo portal magblade for vCR3 and it’s hit or miss down there but it’s a question of reps as I’ve only been serious about the class for about 3 weeks now. When I dies it’s less to do with nerfs and more to do with colossal unforced errors in unforgiving situations or sometimes just bad RNG. VCR3 will teach you all about bad RNG when you get fire before you can shed ice and and orb spawns on your head.
But honestly though hard modes are everything you would expect them to be while you learn mechs and once you clear them you realize just how simple it was. Most mechs are there to force you to panic and make errors. Eliminate the errors and overcome the challenge. It’s that simple.
I think you're missing the point. Go ahead and clear all of that stuff on StamDK and then we can talk about people not following mechanics.
Everest_Lionheart wrote: »furiouslog wrote: »Everest_Lionheart wrote: »PigofSteel wrote: »So they nerf even more. Interesting we will see who will play veteran dlc dungeon and trials... I guess people will play only normal modes. I guess they want us to use 2x crit chance sets and sharpened weapons with lover mundus like i see it...
Once you grasp the mechs it’s not so bad. What they have done is made it so that mid tier can’t just burn through like the upper tier can. None of the changes will affect the top players in any significant way. The only thing that the crit and CP changes managed to do was move the goal posts for the middle, but once you’ve caught up or adjusted you play style a bit none of it is really hard outside of vSS HM portal final boss and solo portal magblade in vCR+3.
I’ve managed several trifecta runs in vet dungeons since the current patch while under the DPS soft cap including SCP, Fang Lair and Frostvault. I’m progging vSS HM’s and have clears on all but final boss just this week. VAS2 is still out of reach at the moment but it’s team errors in execute holding us back. I am a solo portal magblade for vCR3 and it’s hit or miss down there but it’s a question of reps as I’ve only been serious about the class for about 3 weeks now. When I dies it’s less to do with nerfs and more to do with colossal unforced errors in unforgiving situations or sometimes just bad RNG. VCR3 will teach you all about bad RNG when you get fire before you can shed ice and and orb spawns on your head.
But honestly though hard modes are everything you would expect them to be while you learn mechs and once you clear them you realize just how simple it was. Most mechs are there to force you to panic and make errors. Eliminate the errors and overcome the challenge. It’s that simple.
I think you're missing the point. Go ahead and clear all of that stuff on StamDK and then we can talk about people not following mechanics.
Outside of the hard modes for vet trails I have completed several DLC dungeon hard modes on my Stamden. My Stamden actually hits way harder than my Magcro as well, but because the extra 8K damage I do while bringing nothing to the table for the group pales in comparison to the extra 8K I can bring per person by running buff sets my Magcro is way more in demand.
Trust me I understand the pain of always being on the outside looking in because of the preconceptions of stam being trash but honestly it’s not as bad as people are making it out to be. If you put the heaviest hitters on the mag classes on stam toons the DPS would still be within 5%. That’s extra 5% is what min/max is all about.
I was a stam player first before committing to magicka to get into more serious trial guilds. Stam to me is way more fun and less visually distracting when actually needing to deal with mechanics because there’s no flashy thing in your face blocking the tells which let’s you be more proactive in battle. If groups would allow me I would play stam all day.