boi_anachronism_ wrote: »boi_anachronism_ wrote: »Consider this: for vcr3 almost all leads generally mandate a full range build. Lots also ask you to parse in one and send it to them. Since the one i tend to run in this content is a stam toon i usually run bow fb and staff back. So as i said before, daggers arent bis in all content. 2x staff is well accepted in endgame in most situations with the exception of course being where the entire fight can happen in melee range like rockgrove and even then some prefer staves to keep them from getting hit by curses coming off the tank in the bahsei fight. It gives you more opportunity to hit during mechanics. The ones that ultimately stick out to me as full melee build are sanity and vdsr. For vas for example i will never use daggers, with range i can hit olms while he is jumping and keep damae up, something you simply cant do with daggers.
What? The standard for vCR HM is daggers front and inferno back, just like everywhere else that isn't vAS. I would say vAS is the only trial where it makes more sense to go fully ranged. Everywhere else it's a DPS loss.
If you are talking about score pushing, then sure. There are exceptional players who can manage that but at a basic trifecta level, my experience has been that ranged builds are still dominant in a lot of them. In my triple skip prog we all use melee but ive seen many a gh prog where staffs were considered a must for the simple reason that dps running off to kill creepers in execute typically ends with the healers getting hit with baneful and silenced which is basically death. A normal +3 team without a ranged orb sorc? Thats in no way a common situation. So unless your team has the burn to not worry about those mechanics, yeah a lot of people still run ranged. Ive absolutely seen it in current hm progs. Notable exceptions being the ones i mentioned and sunspire. Keep in mind that many teams going for a first trifects will choose to minimize risk while still retaining the ability to complete the content in the time allotted. I subbed for a ttt prog recently, full ranged. They are 35/36 right now and well within the time limit.
The point is ultimately that you arent mandated to use dagger for higher level content. In my score pushing guild it is an entirely different thing and that doesnt seem like thats what the op is talking about here.
I have to know what platform you play on. There's no way it's PC NA.
rabidmyers wrote: »CameraBeardThePirate wrote: »RNG is of course the same for every set, but that doesn't change the fact that with a bit of bad luck you're looking at 30+ runs. I got lucky there and finished that set way before the other two sets, but random is random.
Yes, that's how it is and that's how it is supposed to be. It used to be far worse without curated drops.
My question to OP was refering to his statement "ill be 90yr old before i can fully gear my characters." which to me sounds like he is not aware of the sticker book and he's still trying to get all the drops for each character directly from the dungeons.
Im aware of sticker book. I see how my comment confused you. The nirn daggers from falkheath hall have nit dropped for me or the inferno staff and ive farmed that dlc dungeon too many times. I know i can reconstruct a weapon once uts in my sticker book, why i do random normals to get the 10 crystals per character so i can reconstruct gear and also change traits. Im a master crafter and ive been pkaying eso sinch launch. Thank you for taking the tine to reply.
I finally got my ma fire staff but still need my master staff from dsa ..takes a lot of irl time, days, weeks or even moths to get my sets together. Then theres the mythic pieces...im not immortal. By the time i get all my gear they will change things again lol and said gear will become obsolete,
Nirnhoned weapons won't drop - that's by design. You need to research and either transmute or reconstruct nirnhoned gear.
The only time nirnhoned sets "drop" is from mailed gold gear rewards for topping out a leaderboard in BGs, Arenas, or Trials.
i think op meant nirn daggers as in pillar of nirn hahah
boi_anachronism_ wrote: »boi_anachronism_ wrote: »boi_anachronism_ wrote: »Consider this: for vcr3 almost all leads generally mandate a full range build. Lots also ask you to parse in one and send it to them. Since the one i tend to run in this content is a stam toon i usually run bow fb and staff back. So as i said before, daggers arent bis in all content. 2x staff is well accepted in endgame in most situations with the exception of course being where the entire fight can happen in melee range like rockgrove and even then some prefer staves to keep them from getting hit by curses coming off the tank in the bahsei fight. It gives you more opportunity to hit during mechanics. The ones that ultimately stick out to me as full melee build are sanity and vdsr. For vas for example i will never use daggers, with range i can hit olms while he is jumping and keep damae up, something you simply cant do with daggers.
What? The standard for vCR HM is daggers front and inferno back, just like everywhere else that isn't vAS. I would say vAS is the only trial where it makes more sense to go fully ranged. Everywhere else it's a DPS loss.
If you are talking about score pushing, then sure. There are exceptional players who can manage that but at a basic trifecta level, my experience has been that ranged builds are still dominant in a lot of them. In my triple skip prog we all use melee but ive seen many a gh prog where staffs were considered a must for the simple reason that dps running off to kill creepers in execute typically ends with the healers getting hit with baneful and silenced which is basically death. A normal +3 team without a ranged orb sorc? Thats in no way a common situation. So unless your team has the burn to not worry about those mechanics, yeah a lot of people still run ranged. Ive absolutely seen it in current hm progs. Notable exceptions being the ones i mentioned and sunspire. Keep in mind that many teams going for a first trifects will choose to minimize risk while still retaining the ability to complete the content in the time allotted. I subbed for a ttt prog recently, full ranged. They are 35/36 right now and well within the time limit.
The point is ultimately that you arent mandated to use dagger for higher level content. In my score pushing guild it is an entirely different thing and that doesnt seem like thats what the op is talking about here.
I have to know what platform you play on. There's no way it's PC NA.
No, its not. Im ps. Things might be very different on pc but thats my experience on my server.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »boi_anachronism_ wrote: »Consider this: for vcr3 almost all leads generally mandate a full range build. Lots also ask you to parse in one and send it to them. Since the one i tend to run in this content is a stam toon i usually run bow fb and staff back. So as i said before, daggers arent bis in all content. 2x staff is well accepted in endgame in most situations with the exception of course being where the entire fight can happen in melee range like rockgrove and even then some prefer staves to keep them from getting hit by curses coming off the tank in the bahsei fight. It gives you more opportunity to hit during mechanics. The ones that ultimately stick out to me as full melee build are sanity and vdsr. For vas for example i will never use daggers, with range i can hit olms while he is jumping and keep damae up, something you simply cant do with daggers.
What? The standard for vCR HM is daggers front and inferno back, just like everywhere else that isn't vAS. I would say vAS is the only trial where it makes more sense to go fully ranged. Everywhere else it's a DPS loss.
If you are talking about score pushing, then sure. There are exceptional players who can manage that but at a basic trifecta level, my experience has been that ranged builds are still dominant in a lot of them. In my triple skip prog we all use melee but ive seen many a gh prog where staffs were considered a must for the simple reason that dps running off to kill creepers in execute typically ends with the healers getting hit with baneful and silenced which is basically death. A normal +3 team without a ranged orb sorc? Thats in no way a common situation. So unless your team has the burn to not worry about those mechanics, yeah a lot of people still run ranged. Ive absolutely seen it in current hm progs. Notable exceptions being the ones i mentioned and sunspire. Keep in mind that many teams going for a first trifects will choose to minimize risk while still retaining the ability to complete the content in the time allotted. I subbed for a ttt prog recently, full ranged. They are 35/36 right now and well within the time limit.
The point is ultimately that you arent mandated to use dagger for higher level content. In my score pushing guild it is an entirely different thing and that doesnt seem like thats what the op is talking about here.
I have to know what platform you play on. There's no way it's PC NA.
No, its not. Im ps. Things might be very different on pc but thats my experience on my server.
It is, in fact, very different on PC.
The general path of progression for vCR+3 and its trifecta is to practice the teamwork and flow of the fight to the point where your group moves as a cohesive unit. When you do, your group will nearly always be in melee range of the intended target, be it the boss, mini boss or a creeper. By adopting ranged DPS builds (which some do) it's more of a band-aid when the teamwork isn't working well. It's generally the preferred approach to strive for maximum damage in there as the faster you burn the intended targets the less chance of other mechanics tripping your team up.
boi_anachronism_ wrote: »The general path of progression for vCR+3 and its trifecta is to practice the teamwork and flow of the fight to the point where your group moves as a cohesive unit. When you do, your group will nearly always be in melee range of the intended target, be it the boss, mini boss or a creeper. By adopting ranged DPS builds (which some do) it's more of a band-aid when the teamwork isn't working well. It's generally the preferred approach to strive for maximum damage in there as the faster you burn the intended targets the less chance of other mechanics tripping your team up.
As i previously mentioned, in my trip skip prog we all run melee but that is an obviously more experienced group. All of this is experienced based and im sure there are many guilds and teams that run it the way that has been suggested. However the fact that i have experienced this means that the op, if they play on ps at least, would not necessarily be required to run that build depending on the team the exception of course being score pushing.
Daggers are 100% the meta on all platforms, but all that means is they're the best damage available. It doesn't mean it's the only way to do things, and there is no reason you can't either start a group or join a group that allows for off-meta builds. You don't need to be able to do the best damage to clear the majority of content in this game.
On a positive note for you, Pillar of Nirn is getting hard nerfed next patch, so it won't likely be used.
UsualSurrender wrote: »Are you pushing the scoreboard on Vet HM trials?
If not, you don't NEED daggers. Staves are absolutely fine. A 2-3% damage difference on dummy-humping won't affect your experience, plus your light attacks will connect more often in actual content.
PS: all builds look the same because everybody is copying the meta found on the internet even though they will never play the content that requires it.