Two Handed
Cleave: decent AoE + DoT, not really a boss fight kind of skill
Critical Charge: great gap closer, fantastic for mobility in a fight, not going to necessarily provide a lot of dps. Utility.
Uppercut: Good dmg long "cast time" for a melee ability, worth is debatable as a dmg skill.
Reverse Slash: arguably the best Execute in the game as it only gets stronger as the fight goes on, but at the beginning to mid boss fight not great.
Momentum: Self buff, very nice one though.
p_tsakirisb16_ESO wrote: »Two Handed
Cleave: decent AoE + DoT, not really a boss fight kind of skill
Critical Charge: great gap closer, fantastic for mobility in a fight, not going to necessarily provide a lot of dps. Utility.
Uppercut: Good dmg long "cast time" for a melee ability, worth is debatable as a dmg skill.
Reverse Slash: arguably the best Execute in the game as it only gets stronger as the fight goes on, but at the beginning to mid boss fight not great.
Momentum: Self buff, very nice one though.
I use two-handed weapons.
Critical Charge & Stampede (idk about the other morph) are bugged.
a) They do not benefit from at least 2 buffs/bonuses one of which is the Hunding Rage set. (i have the screenshots from the combat log)
b) Immobilise seems that doesn't work either. 3.5 seconds the Stampede IV should provide, I doubt is more than 1 second.
c) If the Critical Charge damage was scaling as the Uppercut does, is missing damage.
Why I say that.
Critical Charge base is 14. Uppercut base is 24. That is 71.1% more damage.
With V6 BLUE Great Sword against V5 bear outside Rift.
When Critical Charge is hitting (remind you is CRIT Damage), is doing 384.
The Uppercut normal attack is 460. However the later critical damage at 690
(light attack Critical damage is 224).
So the Uppercut has 79.7% MORE damage when Crits than Stampede. Which should be doing around 403 instead of 384.
(The above test was without Hunding Rage set on, because it doesn't work with Stampede and needed to do a comparison between Hunding Rage, vanilla and Death Wind).
Talking about Death Wind, surprisingly I saw it lowers light & heavy attacks compared to not having the trait.
It needs to be adjusted in small steps one by one to not break other builds. Or give the clothies a stamina dump that is better then whetever they currently use.I hope this isn't the end product because this is bordering on pedestrian at best. The stamina system itself and its management needs addressing.
Why this has taken so long to fix, and how it got through beta is another matter entirely. Im thinking it is due to veteran ranks not intended from the start and was rushed to release causing untested logic.
VR seem to have an entirely new set of mechanics then 1-50.
Im not sure I follow your thinking, sword'n'boards only melee damage output was nerfed and thus it is not meant as a high dps option.I want to know if heavy armor with 1h and shield stamina build will be improved in any way. And I use it primarily for tanking, yet it has almost no dps. Id like to see a bit more dps for 1h and shield
ZOS_JessicaFolsom, will there be dmg buffs to nightblades overall, just like templars, and not only tweaks to skills noone is using?
ZOS_JessicaFolsom, will there be dmg buffs to nightblades overall, just like templars, and not only tweaks to skills noone is using?
Have you not seen this:
http://forums.elderscrollsonline.com/discussion/100627/nightblade-update/p1
ZOS_JessicaFolsom wrote: »Folks, we understand that everyone would like to see changes made to their preferred armor type or weapon immediately. Voicing disappointment that what you're looking for improvements to wasn't mentioned in an update post is totally fair, but we ask that you please understand that balance changes are part of an ongoing, never-ending effort and we implement them carefully and in small steps.
We will continue to do our very best to keep you updated on what is coming, and what we're working toward.
Excellent - now we have 2 armor types in AvA - light and medium. But i hope that you can do something with heavy armor too - i think that it's useless in AvA and here i'll try to explain why:ZOS_JessicaFolsom wrote: »Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
ZOS_JessicaFolsom wrote: »Many of you have asked what we’re doing to make skills, passives, and builds based on stamina more viable and as attractive as the magicka-based options. Below is a first look at some of the improvements we’re making to stamina-based skills and passives. As with all our balance efforts, this is an ongoing process and there will be more to come. We look forward to hearing your thoughts!
Bow: Poison Arrow
- Poison Arrow’s damage-over-time has been increased by 50% overall.
Bow: Snipe
- Snipe’s cast time will be reduced from 3 seconds to 2 seconds.
- Snipe’s maximum range will be reduced from 40 meters to 35 meters.
- Snipe’s minimum range will be reduced from 20 meters to 10 meters.
Dual Wield: Flurry
- The damage for Flurry’s final hit will be increased by 10%.
Medium Armor
- With the Wind Walker passive, medium armor will reduce stamina costs by 2% per piece equipped.
Two Handed: Cleave
- Cleave’s damage-over-time will be increased by 25% overall, and scale as the ability ranks up.
Two Handed: Uppercut
- Uppercut’s damage will be increased by 10%.
- Uppercut’s global cooldown after use will be reduced by 50%.
Ralph_Damiani wrote: »It's a good start. They simply don't want to change EVERYTHING in a single patch. They're slowly implementing changes to minimize the impact on game balance (which is already flimsy) and mostly to avoid even more game breaking bugs (which is what happens when you fiddle with too many skills).
They're on the right path, it'll just take time. Like the Templar improvements, we'll just have to wait and see. Thanks for listening.
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Um, Heavy armor is unique already. No stamina/magika what so ever have anything to do with heavy armor.
Heavy armor: Biggest protection, Increased armor and SPELL RESIST (this is a big one), Health recovery, even weapon damage bonus. Small bonus I agree and that can be discussed, increased healing. Even the 5% makes a difference for a tank. And the HUGE 20% reduction in BLOCK. There you have a stamina reduction already.
No regen of stamina and magika on heavy armor. You only make heavy armor to powerful then. We do NOT want that circus. Those attributes don't belong on heavy.
They are unique the way they are. Tweaking their stats, that's another thing.
What I can understand is a question from heavy armor front damage builds. You do get protection, so that's useful for any damage dealer, as well as the resist and health regen.
The weapon damage buff you get from heavy armor, might be to small?
I don't know. But in the same question, I wonder if heavy armor should be the main "buffer" for damage weapons? I think its ok as it is. But can be discussed.
For example, as a pure tank with 0 skills in any damage ability, i SUCK at even mobs 1-50. BUT in Coldharbour, I was expecting to not be able to kill anything unless I grouped up with someone.
Most mobs in there seamed to be Daedra and undead. The 9% extra damage from the fighter guild skill line (Didnt have it). When I put skill point in there, I had no problem killing most things! Felt a lot more damage then 9%!
All 3 armors should have unique differences, and not "mirror" each other. This is how you build so many different builds, isn't it?
ZOS_JessicaFolsom, will there be dmg buffs to nightblades overall, just like templars, and not only tweaks to skills noone is using?
I thought it was a pretty reasonable suggestion.
Light armor gets pure +Magicka regen/reduction
Medium armor gets pure +Stamina regen/reduction
Heavy armor should get half the regen/reduction of each.
That makes all 3 armor types unique and equal when it comes to resource management.
Um, Heavy armor is unique already. No stamina/magika what so ever have anything to do with heavy armor.
Heavy armor: Biggest protection, Increased armor and SPELL RESIST (this is a big one), Health recovery, even weapon damage bonus. Small bonus I agree and that can be discussed, increased healing. Even the 5% makes a difference for a tank. And the HUGE 20% reduction in BLOCK. There you have a stamina reduction already.
No regen of stamina and magika on heavy armor. You only make heavy armor to powerful then. We do NOT want that circus. Those attributes don't belong on heavy.
They are unique the way they are. Tweaking their stats, that's another thing.
What I can understand is a question from heavy armor front damage builds. You do get protection, so that's useful for any damage dealer, as well as the resist and health regen.
The weapon damage buff you get from heavy armor, might be to small?
I don't know. But in the same question, I wonder if heavy armor should be the main "buffer" for damage weapons? I think its ok as it is. But can be discussed.
For example, as a pure tank with 0 skills in any damage ability, i SUCK at even mobs 1-50. BUT in Coldharbour, I was expecting to not be able to kill anything unless I grouped up with someone.
Most mobs in there seamed to be Daedra and undead. The 9% extra damage from the fighter guild skill line (Didnt have it). When I put skill point in there, I had no problem killing most things! Felt a lot more damage then 9%!
All 3 armors should have unique differences, and not "mirror" each other. This is how you build so many different builds, isn't it?
What does a melee DPS templar that wants to use his class abilities use? They all use Magicka as their resource.
Does he use Medium Armor and get a bunch of Stamina Regeneration he can't use?
Does he use Light Armor and fight in close quarters using melee range class abilities like Puncturing strikes and get shred to pieces?
Or, does he use at least 5 Heavy Armor for the extra protection in melee range with a few light pieces for SOME resource regeneration/reduction?
That reduces his resource regeneration/reduction from any LIGHT pieces he wears to a very small percentage. Consider the fact that all his abilities all cost more than 300 magicka, some over 400 magicka, because they are all insanely expensive for some reason.
Now consider he has no skills that return magicka to him. All he has is his resource reductions from any Light pieces he is forced to wear.
This is why I think it would be advantageous to add SOME magicka regen to Heavy Armor. It just has to have something that helps magicka for the sake of Templar class abilities.
The reason I say give it half the stamina regen of medium and half the magicka regen of light is because some people use Heavy with Stamina abilities too. Tanks like you for example. Don't tanks like to have resources available too? I mean like a taunt button or something. Would kinda suck if a Templar tank was trying to use Puncture or something to get threat back and couldn't cause he had no Stamina left. I could personally care less about the Stamina though.