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What exactly is wrong with stamina builds?

Anilahation
Anilahation
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I mean the complaint seems that stamina build aren't doing the same damage as magicka builds, well isn't that how it works.

They sacrifice armor in exchange for more fangs?
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This is how I personally think builds should work.

Magicka build do a lot of damage with spells.

Stamina builds should have more click attack crits and use spells for feats

  • Bromburak
    Bromburak
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    The problem is that certain magicka based skills can outdamage any critting stamina based skill as well they offer defence (buffs). So basically no stamina or other armor than light armor is required.

    When it comes to damage medium armor with 21% weapon crit makes no sense because light armor gives you the better resource pool with the better skills that compensate everything you would have with medium armor and stamina based skills.

    Shortly, its might fun to play melee weapon builds in theory but their stamina efficiency is terrible. Every player gimping himself when not playing magicka , light armor and this is a serious problem in the current game design.
    Edited by Bromburak on June 22, 2014 7:04AM
  • murklor007neb18_ESO
    There is absolutely nothing wrong with stamina builds. The fault lies in the magicka design. ALL (and I do mean ALL) class skills are magicka. That render stamina builds completely worthless, because you cripple your class.

    For example, my Nightblade use medium armor (for boosting weapon damage and sneaking) and dual wielding as primary, but I am forced to enchant everything for magicka because all I use is class skills. I only have 5 skill slots because I play on the EU server - weapon swapping does not work in the heat of battle, especially not in PvP. I need the stealth, I need the backstabbing, I need the teleport, I need finisher. That's 4 out of 5 class skills. The 5th, granted I sometimes take the dagger throw for that. But I cant base my entire build around having 1 stamina skill.
    Edited by murklor007neb18_ESO on June 22, 2014 7:04AM
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    I mean the complaint seems that stamina build aren't doing the same damage as magicka builds, well isn't that how it works.

    They sacrifice armor in exchange for more fangs?

    This is how I personally think builds should work.

    Magicka build do a lot of damage with spells.

    Stamina builds should have more click attack crits and use spells for feats

    Depends. Are you referring to 1-50, Cyrodiil or VR areas?

    1-50 & Cyrodiil everything is working fine. Melee damage, armours, even Templars.
    My Templar had no issue 1-50 with Sword, Shield, 7/7 HA and 2 heals. Not even in the group dungeons where tank and heal at the same time.

    VR areas on the other hand, armour doesn't work to boot. Melee damage is too low to kick 3 mobs before they kick you.

    Because they have 90% spell & armour penetration, 3000HP+ (many 11K onwards, quest bosses 45K, dungeon bosses 1 mil), while your power & protection as such isn't that better than when you were level 50.

  • Audigy
    Audigy
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    In theory nothing is wrong.

    ESO was designed as a group game, so that different classes work together to accomplish a common goal. My experience tells me that a group of 4 different classes works best, but you can also pick 1 NB, 2 Templar and 1 Sorcerer if you like.

    VR´s in general were never meant to be soloed, while some Ranger & Rogue like Chars could solo VR mobs during Beta, the aim was that you look for a group there.

    Unfortunately do many players think that the game should always be a solo game, so they attempt VR mobs alone and then of course die. The blame then always goes to the Devs for making their class not strong enough, just because some other class somehow managed to do the quest where they failed.

    Another aspect is, that ZO made the mistake and allowed DPS meters. As soon people have those in their hands they will abuse them and either kick those with less or complain that their own DPS is not as high as for instance of a Mage.

    MMO´s are never balanced like a shooter or an arcade RPG. They are supposed to offer different Chars and those of course are not all as strong as the other, but will give a benefit in a specific situation while they need help at another.

    When I play with my Tank, then I do know that having a DPS and a Healer is crucial as I don't do high DPS and also can´t heal myself good enough. For others however a Char must be god like and like He-Man. I think its a shame that it has come down to this in MMO´s, but I guess that's just how it is.


    The only concern that I have and this now is the practical part, are the Stamina eating mechanics.

    In my opinion as a tank, you just need to much of it. To dodge is crucial and if you do it 4 times then you are a sitting duck plus you also need to consider that your attacks need stamina. This definitely needs a fix, while using Stamina should require basic knowledge and timing, it should not cripple a Char as much as it does now.

    But as I said, this isn't about damage or solo VR - this is about being a reliable tank in a group and there that role has issue´s due the lack of Stamina.
  • Tobiz
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    Yes, the problem lies in the synergies and survivability of stamina builds.
    Magicka has a uniform synergy with everything. Armor passives, armor sets, cross skilltrees passives, attribute focus, weapon passives, skills in all related trees, ultimates.

    Stamina does not.
    Attention Zenimax: Stamina builds don't hold up to magicka builds, and this is causing most of your class imbalance. It makes melee weapons and bows weaker than staves and class abilities. It makes medium and heavy armor less desirable than light armor. Fix this imbalance, and you'll address most of your balance issues.
  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    It is the fundamental system of class skills being magicka that make stamina builds broken.

    If you have a magicka build your armor enhance your class abilities and it enhance your weapon attacks too at the same time and it leaves your stamina free to defend or sprint.

    If you have stamina build then your armor does not work with your class abilities and you become much weaker since class abilities are overall much much stronger than stamina abilities. In addition you must share the same resource between attacks and defense leaving you out of the resource all the time while still being overall weaker in the offense than magicka builds.

    Now if armors gave a decent survive ability things could be said to balance out but the things is that most high damage in the game comes from magic where only light armor give any protection and medium or heavy armor offers NO protection what so ever.

    So you have a system where light armor/magicka builds have better damage, better resource available and better defense.

    Adding 10% damage here and a bit of stamina cost reduction there does nothing to fix that the entire fundamental magicka/stamina system is BROKEN.

    Only thing that will fix it is a redesign: Instead of the current 3 stats have power (that increase damage output), health and endurance (which is a universal resource) and all rely on ONE universal crit chance.
    THEN you will have balance between the concepts and armor types, light being pure dps, medium being sneak/crit and heavy being survival (and spell warding should be moved to heavy).
  • steveb16_ESO46
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    Audigy wrote: »

    VR´s in general were never meant to be soloed, while some Ranger & Rogue like Chars could solo VR mobs during Beta, the aim was that you look for a group there.

    As you know, that statement is a whole wallop of cod because it's been quoted by me in these threads repeatedly.
    One of the core philosophies of The Elder Scrolls Online is to allow you to play the way you want. You’ve probably heard us say it or experienced it for yourself: equip any weapon, wear any armor, choose from a myriad of skills, pick your role, make choices in quests, ignore certain quests and just explore, etc. The idea is that these choices tie you more to your character, and respect that you might want to play differently from one day to the next. Many times, I’ve heard people discuss how they like to solo, others like to “raid,” and another group likes to PvP, so we know gamers never fit into neat categories.

    However, many people who have become attached to their character want to see how their character would perform in a variety of situations or game modes. This is part of the reason we don’t have PvP gear and PvE gear, and also the reason we embrace being able to pick and max out more than a handful of skills. We’ve tried to avoid the danger of compartmentalizing and labeling certain players by acknowledging that circumstances change for people day-to-day. On Monday you might feel like playing alone, and Tuesday you might feel like working with friends on a dungeon. Whatever your motivation, you should be able to go do the thing you want without a lot of barriers.

    This is the philosophy behind the core systems of ESO—play the way you want to play—and it extends to our veteran content.

    Play as you want in VR. From the horses's mouth on this site. So just stop it.
  • Alphashado
    Alphashado
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    Main problem is that dodge, block, sprint, all cost stamina. All of these things are essential in VR content and most content in general. If your build revolves around stamina, then you are having to use stamina for two things-mitigation and dps.

    So with a magicka build, your entire resource pool is for dps.
    With a stamina build, your resource pool is being used for both dps and mitigation. Therefore stamina gets used up much faster.
  • steveb16_ESO46
    steveb16_ESO46
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    Audigy wrote: »

    VR´s in general were never meant to be soloed, while some Ranger & Rogue like Chars could solo VR mobs during Beta, the aim was that you look for a group there.

    As you know, that statement is a whole wallop of cod because it's been quoted by me in these threads repeatedly.
    One of the core philosophies of The Elder Scrolls Online is to allow you to play the way you want. You’ve probably heard us say it or experienced it for yourself: equip any weapon, wear any armor, choose from a myriad of skills, pick your role, make choices in quests, ignore certain quests and just explore, etc. The idea is that these choices tie you more to your character, and respect that you might want to play differently from one day to the next. Many times, I’ve heard people discuss how they like to solo, others like to “raid,” and another group likes to PvP, so we know gamers never fit into neat categories.

    However, many people who have become attached to their character want to see how their character would perform in a variety of situations or game modes. This is part of the reason we don’t have PvP gear and PvE gear, and also the reason we embrace being able to pick and max out more than a handful of skills. We’ve tried to avoid the danger of compartmentalizing and labeling certain players by acknowledging that circumstances change for people day-to-day. On Monday you might feel like playing alone, and Tuesday you might feel like working with friends on a dungeon. Whatever your motivation, you should be able to go do the thing you want without a lot of barriers.

    This is the philosophy behind the core systems of ESO—play the way you want to play—and it extends to our veteran content.

    Play as you want in VR. From the horses's mouth on this site. So just stop it.

    There are group situations in VR but the VR questing was meant to be the same as before. Solo but more challenging.
  • babylon
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    They should remove stamina skills entirely and make weapon skills use magicka, then we'd never have to hear all this crap again.
  • Sharee
    Sharee
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    The main problem is the opportunity cost.

    If a magicka build blows all his magicka on damage spells, he still can block/dodge/break out of crowd control and sprint away like a champ.

    If a stamina build blows all his stamina on damage, he is a sitting duck. Every ability he uses makes him more and more vulnerable to the enemy. One less CC break, one less roll, one less block.
  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    babylon wrote: »
    They should remove stamina skills entirely and make weapon skills use magicka, then we'd never have to hear all this crap again.

    Even though I suggest more or less the same above it would destroy my current character since there is ways to build around the current system and not use light armor staffs.

    The key is to make a spec slightly towards magicka and then put in one or two stamina abilities on each bar. What you then do is to have your class attacks as main dps and the stamina as backup while magicka regens.

    With my current build which is dw/assassin/shadow/vamp I pull around 12-1300 burst dps and 5-600 sustained and again around 1100 at the last stages of a boss fight and I remove 40% of my targets armor so everyone do more damage to it.

    But it is a magicka with stamina backup spec just without staffs or light armor and it works within the current system. If I had been stamina spec it would not work which is wrong.
  • ArRashid
    ArRashid
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    Average damage on a pack of 3 mobs, during 3 seconds:

    mage:
    3-4x Impulse for (let's say) ~225 dmg each = 675-900 dmg

    warrior:
    1x heavy attack = ~350 dmg


    That's one of the problems.

    The other is that to dps, they need stamina, BUT they have to keep at least 30% stamina up at all times, in case they need to CC-break / roll dodge (or anything else) out of melee-range danger (as most bosses have centered AOEs that can 1-shot). Not to mention there is no way of generating more stamina (unlike magicka) outside your natural regen (about 40 regen per second vs 350-400 stamina cost of abilities)

    Also, while ranged casters don't need to block and melee casters (DK pyro) have all stamina for defending (as they can cast 80%+ abilities while still blocking), stamina builds (at least DW/2h) don't have time to block attacks, because they are either performing animations of abilities (each ability has 1-2s animation) or swinging a weapon (takes up to 3 sec), and they cannot block with either..
    So they end up taking REALLY high damage is very short amounts of time, that virtually means that if they don't manage to 1-shot one of 3 mobs out of stealth and dispatch the second one rather quickly, they won't survive the fight.

    Also, it is not currently possible to go full stamina build (because all class abilities use and scale with magicka, and most non-class skills as well, just Fighter's Guild uses stamina), forcing stamina players to go hybrid, because they can't specialize so much for one stat - whereas mages can do EVERYTHING with magicka (there is even a magicka taunt, templars even have access to magicka charge).

    Also, magicka has a monopoly on all party buffs, except a SINGLE spell - Circle of Protection. Outside of that, stamina is ONLY used to attack or self-preserve (sparks, etc) not to actually help anyone but self.
  • eliisra
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    Alphashado wrote: »
    Main problem is that dodge, block, sprint, all cost stamina. All of these things are essential in VR content and most content in general. If your build revolves around stamina, then you are having to use stamina for two things-mitigation and dps.

    So with a magicka build, your entire resource pool is for dps.
    With a stamina build, your resource pool is being used for both dps and mitigation. Therefore stamina gets used up much faster.

    Yes, this is the biggest problem by far. I'm a magicka build. I do use Rapid Manoeuvre and Razor Caltroops for groups in PvP. Immovable to help myself. Fighters guild skills in PvE. So I try to keep my stamina soft capped as well.

    Still, roughly 95% of my healing or dps'ing comes from my magicka pool. I should be swimming in stamina right?

    Yet the massive amount of blocking, dodging and cc-breaking needed, makes the green bar disappear in seconds. I'm often out of stamina before I'm oom in combat.

    Do the developers even play their own game? How can they expect anyone to actively dps with stamina based abilities? You already run out of stamina without touching a single skill.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Anyone who tries to block 3 trash mobs spawn in VR, is facing certain death.

    While 1-50 is working perfectly, in VR content is a big NO NO.

    The only way to survive is DPS, medium armour, and roll on the floor all the time (dodge). And by DPS I do count 2H and DW. (Shield now is crap).
  • KariTR
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    "Ranged casters don't need to block"

    Someone's a comedian.
  • ArRashid
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    KariTR wrote: »
    "Ranged casters don't need to block"

    Someone's a comedian.

    Well, some of those "weirder idividuals" claim so. Naming and shaming is against rules, so I can't tell who, but they claim so. Maybe (just like always) they only consider that from PvP standpoint and refuse even the idea that they might get hit by ranged attacks as well, even if they immobilize everyone pretty far from them.
  • Jimm_ay
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    The fix to stamina is easy - double the pool and cut the expense. If you double the cap the weapon damage increases (I believe) and if you cut the expense of stamina based abilities by 50% I would bet they get used a lot more. This would get the stamina bonuses on medium armor used..stamina based builds where magicka is secondary..
  • Wifeaggro13
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    Jimm_ay wrote: »
    The fix to stamina is easy - double the pool and cut the expense. If you double the cap the weapon damage increases (I believe) and if you cut the expense of stamina based abilities by 50% I would bet they get used a lot more. This would get the stamina bonuses on medium armor used..stamina based builds where magicka is secondary..

    This is only part of the problem. disconnects on NPC hit boxes is another factor. Poor animations in Melee that take much longer then casting,. In end game the rotations are far more risky standing near bosses as Ranged magica sits outside and has little interuption to its damage output. there are several things wrong in melee including armor passives.
  • GaldorP
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    (Long post, summary at the end :))

    The problem is one of Stamina Weapon skills vs. Magicka Weapon skills and of Light Armor passives vs. Medium and Heavy Armor passives.

    Stamina vs. Magicka Weapon skills:

    You would assume that Stamina skills have the advantage of using a different ressource pool and so, by alternating Magicka and Stamina skills, the player can benefit from the Recovery of 2 Ressources instead of just one and be more efficient.

    However, there are just so many passives from skills and items that increase the efficiency of Magicka skills (greatly reduced cost, sets and skills that let you regain Magicka, lower cost in comparison to Stamina Weapon skills from the start) that using only one ressource for all your skills is just as efficient if not more so.

    Add to that the fact that all Class skills cost Magicka as well and are almost exclusively Magicka based. That means they benefit from the same resource cost reductions and refills, also become more powerful if you have more max Magicka and almost all of them use the same Critical stat (Spell Critical) and benefit from Spell Damage as Magicka Weapon skills do (all damage over time effects from Class skills that I've tested use Spell Critical and benefit from Spell Damage) whereas Stamina Weapon skills, in general, use their own Critical stat (Weapon Critical) and only benefit from Weapon damage. So characters with Stamina weapons can either boost their Class skills with Spell Critical and Spell Damage or boost their Weapon skills with Weapon Critical and Weapon Damage. Characters with Magicka weapons can simply boost their Spell Critical and Spell Damage and all their skills will benefit from it.

    Add to that another problem of Stamina Weapon builds: Stamina is also the survival ressource of the game. You need it to block, to dodge roll, to sprint, to interrupt and to break free from crowd control effects. So using Stamina Weapon skills will take away from your Stamina pool and thus reduce your suvivability in dangerous situations.

    Light Armor passives vs. Medium and Heavy Armor passives

    Then there is another problem with the passives of different Armor types. Light Armor reduces the cost and increases the power (with Spell Critical and by ignoring part of the enemy Spell Resistance) of almost all Class skills and Magicka weapon skills at the same time. It also increases Spell Resistance and Magicka Recovery.

    Medium Armor increases the power of Stamina Weapon skills (Weapon critical) and the Stamina Recovery (+ adds a very small bonus for sneaking and increases movement speed and attack speed).

    Heavy Armor increases Armor and Spell Resistance, Health Recovery (which has a lower soft cap than Magicka and Stamina Recovery), the damage with Melee attacks, and Healing received. And it reduces the cost of blocking.

    Light Armor users can easily reach the soft cap of the Armor stat with glyphs and any character may use the Heavy Armor skill Immovable (and its morphs) to have a greatly increased Armor and Spell Resistance for 8 seconds and become immune to most crowd control effects for that time.

    It's easy to see why so many people now prefer Light Armor over Medium and Heavy in both PvE and PvP. The announced change to the Wind Walker passive for Medium Armor is a step in the right direction, but I think it won't be enough to shift the balance and make Medium and Heavy Armor just as viable in most situations as Light Armor is now.

    Solutions:

    The Light vs. Medium and Heavy Armor imbalance is only part of what causes the Stamina weapon skills vs. Magicka weapon skills imbalance. An imbalance that becomes most apparent when it comes to sustained damage in group dungeons and trials*. So just balancing the Armor passives won't be enough to fix that problem.

    I personally see only two ways how this larger imbalance can be fixed (without changing how skills or item sets work and without changing very basic principles of the game):

    a) Convert the Destruction Staff and the Restoration Staff to be Stamina Weapons. Make all their skills Stamina based and the let them benefit from Weapon Damage and Weapon Critical instead of Spell Power and Spell Critical.
    This solution might feel wrong background wise (since the staves really are "magic" weapons) but it would add some balance to the game.

    b) Weaken the Destruction Staff and Restoration Staff skills (especially Impulse**) and boost most Stamina Weapon skills by increasing their damage and slightly decreasing their cost.
    This solution will very likely lead to some balancing problems, especially in PvP where Stamina skills could be too strong after the change. In PvE, Stamina Weapon builds would probably still be less efficient than Magicka weapon builds when it comes to sustained damage.

    ((c) Convert about half of all the Class skills and Ultimates to be Stamina based (their damage over time effects would be based on Weapon Damage and Weapon Critical as well).
    This would obviously be a big change and possibly would introduce new balancing issues. Everyone would have to get a free respec, etc.))


    * In solo quests and PvP, Stamina Weapon builds can do fine (though Staff builds will always be faster and easier to play for questing).

    ** The worst skill in the game (balance wise) right now is Impulse. If an easy to use area of effect spell with a large radius (8 meters) that requires no target and can be spammed is the most efficient skill to use on single targets for sustained damage, something in the balancing process went very wrong...


    Summary:

    1.1. Magicka skills benefit from very powerful passives that make them more efficient and make it hard for a character to run out of Magicka
    1.2. Class skills mostly benefit from the same stats and passives as Magicka Weapon skills (Stamina Weapon skills benefit from separate stats and passives that have no influence at all on most Class skills)
    1.3. Using Stamina skills reduces the survivability of a character since Stamina is also the survival ressource.

    2.1. The passives of Light Armor in most situations are much more beneficial than those of Medium and Heavy Armor.
    2.2. The main disadvantage of Light Armor (lower Armor stat) can easily be circumvented by wearing items or using skills that increase Armor.

    3. There are two solutions how to add more balance to the game (without changing its basic principles): Either convert all Weapon skills to be Stamina based or weaken Magicka Weapon skills while making Stamina Weapon skills slightly stronger.
  • Bromburak
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    Anyone who tries to block 3 trash mobs spawn in VR, is facing certain death.

    While 1-50 is working perfectly, in VR content is a big NO NO.

    The only way to survive is DPS, medium armour, and roll on the floor all the time (dodge). And by DPS I do count 2H and DW. (Shield now is crap).

    DW only works well because of spark for single targets. The only efficient skill if you don't want to kite melee strong enemies. Especially when they immun to CC.

    Btw. on strong def ultis it still makes sense to block and doing well timed dps and heals for more ulti if you don't you cannot solo 5+ packs.

    Everything else is class dependent, or you fail hard with DW or 2H builds vs. AOE 5+ packs!

    Show me a templar or NB with a DW or 2H soloing 5+ Mobs in Craglorn.
    You better have a resto , a shield and some strong CC with you or you will learn your lessons ...
    Edited by Bromburak on June 22, 2014 2:37PM
  • Alphashado
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    Jimm_ay wrote: »
    The fix to stamina is easy - double the pool and cut the expense. If you double the cap the weapon damage increases (I believe) and if you cut the expense of stamina based abilities by 50% I would bet they get used a lot more. This would get the stamina bonuses on medium armor used..stamina based builds where magicka is secondary..

    The problem with that solution is that stamina builds would then be OP in situations where no mitigation is being used.

    They need a different resource pool for mitigation. Call it fatigue or energy or whatever. Then have the exact same costs, dmg, glyphs, set bonus's for stamina as magicka.

    That is the only solution I believe.

  • Falmer
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    I am playing a fairly heavy stamina build right now and its working okay. You almost have to be a Redguard at the very least. Also am a Templar with Restoring Aura.

    So the only real hinderance in Stamina builds is it needs to regen faster and maybe a bit higher soft cap.
  • diwie
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    Stamina has so many advantages. Why cheapening it? The opposite is true. A stamina nerf will force interaction and in result group content!

    Traditionally most melee based builds have their advantages in lower levels. Later on Mana based chars should become much more powerful. ESO is a little different.

    Perhaps a mighty sorc could exchange his instable pet by something more real. There is nothing wrong in accepting a wizard as master. A kneefall do not cost stamina at all.

    On the other site there are great warriors in the game. It seems they can easy handle situations where others fully focused in surviving. Perhaps they have use for a disciple?
  • Shaun98ca2
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    SO much BAD info in this thread.
    Alphashado wrote: »
    Main problem is that dodge, block, sprint, all cost stamina. All of these things are essential in VR content and most content in general. If your build revolves around stamina, then you are having to use stamina for two things-mitigation and dps.

    So with a magicka build, your entire resource pool is for dps.
    With a stamina build, your resource pool is being used for both dps and mitigation. Therefore stamina gets used up much faster.

    This is VERY false. Magicka builds have to expend Magicka on stuff OTHER than JUST DPS, such as self heals, utility, CC. To say you ONLY have to spend Magicka on DPS is just plain false.

    ArRashid wrote: »
    Average damage on a pack of 3 mobs, during 3 seconds:

    mage:
    3-4x Impulse for (let's say) ~225 dmg each = 675-900 dmg

    warrior:
    1x heavy attack = ~350 dmg

    Its a nice comparison but how about NOT comparing it to the most OP broken ability in the game or compare it to a single target ability. 350 damage is a substantial amount of damage for an attack you never run out of. Not to mention that damage is probably only at soft cap, wonder what it looks like at soft cap(see next statement).

    ArRashid wrote: »
    Also, it is not currently possible to go full stamina build (because all class abilities use and scale with magicka, and most non-class skills as well, just Fighter's Guild uses stamina), forcing stamina players to go hybrid, because they can't specialize so much for one stat - whereas mages can do EVERYTHING with magicka (there is even a magicka taunt, templars even have access to magicka charge).

    Stamina builds DO get benefits from Magicka regardless of points in Magicka with certain abilities that every class gets such as Surge, Lighting Form, Blazing Shield, Restoring Aura.

    So to say you CANT go full Stamina is just plain wrong info, you can there are plenty of Magicka abilities you can still use regardless of points in Magicka.
  • Dudis
    Dudis
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    Someone probably mentioned this already but the biggest problem with stamina builds imo is that it's the same resource you use to block, roll, CC break etc.

    My current build consists of only magica skills meaning i have plenty (1600 or so) stamina to play around with for other stuff.

    I do have a 2h/bow setup too that uses a lot more stamina, but i rarely pvp with it.
  • Shaun98ca2
    Shaun98ca2
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    Dudis wrote: »
    Someone probably mentioned this already but the biggest problem with stamina builds imo is that it's the same resource you use to block, roll, CC break etc.

    My current build consists of only magica skills meaning i have plenty (1600 or so) stamina to play around with for other stuff.

    I do have a 2h/bow setup too that uses a lot more stamina, but i rarely pvp with it.

    This is not a "problem" of a Stamina build. Stamina builds MOSTLY except bow consist of Melees. Being in Melee range you have to Block, Dodge, Stun more often. The amount you get to do this actually increases in a Stamina build since you get more Stamina to do it. At this point its now about managing your resource pool instead of dumping it on DPS.

    You can forgo the defenses and just dump Stamina on your abilities, but I wouldn't find that wise.
  • Lynx7386
    Lynx7386
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    I mean the complaint seems that stamina build aren't doing the same damage as magicka builds, well isn't that how it works.

    They sacrifice armor in exchange for more fangs?
    .


    This is how I personally think builds should work.

    Magicka build do a lot of damage with spells.

    Stamina builds should have more click attack crits and use spells for feats

    There are two core issues with stamina builds right now:

    1. While they should have more defense due to medium/heavy armor than magicka builds (which use light armor), the armor caps and buffs in this game make that a nonfactor. Light armor can be just as tanky as heavy armor right now.

    2. Magicka builds use one resource for damage and abilities (magicka), and have the entirety of their other resource (stamina) left over for defensive application - meaning dodging, sprinting, blocking, interrupting, cc breaking, and sneaking.
    Stamina builds, on the other hand, use the same resource for all of those defensive utilities as they do for damage, so they're twice as strained on their resource pool. There are also no active abilities to regenerate stamina right now, while there are numerous abilities that regenerate magicka.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Shaun98ca2
    Shaun98ca2
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    I also think part of the problem is Resto Staff, Magic Furnace, Spell Symmetry. If your caster isn't using these sorta Magicka gains how well is your caster really doing any more.

    I would imagine your caster starts to run out of Magicka and now has issues in combat where spamming mindlessly could get you killed instead "Strategic Casting"

    I know this Magicka gain stuff is in the game, but its not on EVERY ITEM. There are Light Armors that DONT gain Magicka back. Obviously you don't use these items as you have to gain back Magicka or your probably as powerful as say a Stamina build. Sure you could burst better at the start of a fight but once your outta Magicka that's where Stamina catches up.

    Seems like balance the game circumvented. So then people think lets just give that stuff to Stamina. Then my question is why even have to limited resource bar in the 1st place since we aren't actually using it any more.
  • ArRashid
    ArRashid
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    Shaun98ca2 wrote: »
    SO much BAD info in this thread.
    Alphashado wrote: »
    Main problem is that dodge, block, sprint, all cost stamina. All of these things are essential in VR content and most content in general. If your build revolves around stamina, then you are having to use stamina for two things-mitigation and dps.

    So with a magicka build, your entire resource pool is for dps.
    With a stamina build, your resource pool is being used for both dps and mitigation. Therefore stamina gets used up much faster.

    This is VERY false. Magicka builds have to expend Magicka on stuff OTHER than JUST DPS, such as self heals, utility, CC. To say you ONLY have to spend Magicka on DPS is just plain false.

    ArRashid wrote: »
    Average damage on a pack of 3 mobs, during 3 seconds:

    mage:
    3-4x Impulse for (let's say) ~225 dmg each = 675-900 dmg

    warrior:
    1x heavy attack = ~350 dmg

    Its a nice comparison but how about NOT comparing it to the most OP broken ability in the game or compare it to a single target ability. 350 damage is a substantial amount of damage for an attack you never run out of. Not to mention that damage is probably only at soft cap, wonder what it looks like at soft cap(see next statement).

    ArRashid wrote: »
    Also, it is not currently possible to go full stamina build (because all class abilities use and scale with magicka, and most non-class skills as well, just Fighter's Guild uses stamina), forcing stamina players to go hybrid, because they can't specialize so much for one stat - whereas mages can do EVERYTHING with magicka (there is even a magicka taunt, templars even have access to magicka charge).

    Stamina builds DO get benefits from Magicka regardless of points in Magicka with certain abilities that every class gets such as Surge, Lighting Form, Blazing Shield, Restoring Aura.

    So to say you CANT go full Stamina is just plain wrong info, you can there are plenty of Magicka abilities you can still use regardless of points in Magicka.

    Just casting Critical Surge costs 560 magicka for a mere 20 second long buff (that's right, it's about 50% your magicka if you don't invest points in it or enchant it, or eat magicka food). Not to mention stamina build need at least 1 more magicka ability on their bars (either for defense, or CC, or aoe dps), which they then can cast about once per trash pack
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