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What exactly is wrong with stamina builds?

  • Tankqull
    Tankqull
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    the prime problem are the lacking refill options compared to magicka. no item sets like magicka furnace, warlock set etc. skills are nearly all handicaped because of the soft caps as they provide instead of plain magicka value like siphon spirit, elemental drain, destruction expert - xx% of the stamina regen(restauring aura, green dragonblood, refreshing shadows etc...) .
    the only somewhat worth while refills are repentance wich relys on corpses lying around and spearshards (and its morphs) wich has a severe synergy lockout reuse timer and as a last option evil hunter with all its target restrictions.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Shaun98ca2
    Shaun98ca2
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    ArRashid wrote: »
    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

    YES but you still get the benefit from it. It doesn't scale with Magicka points. So what if you can only cast it 2-3 times. That's NOT the point. A FULL Magicka build with no points towards Stamina gets fewer uses of Block, Dodge, Stun as well.
  • ThePageMaster
    You need to use stamina for everyday things such as running, blocking, sneaking (for a reason that greatly perplexes me...I mean how much stamina does it take to crouch?) and then on top of that you want to use abilities?

    Whereas magic has only positive effects. Heals or damages. That is all. Then if you're in a pinch you still have all your stamina. I know technically you still have all your magika if your a stamina build, but will you have the skills equiped to use it? Probably not if you're a die hard.
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  • Alphashado
    Alphashado
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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.

    Do you even play VR content? Are you really trying to suggest that cc or heals uses the same amount of magicka that blocking and dodging uses stamina? Please, get real. There are some trash mobs that will kill you in one or two shots if you don't block or dodge them. And no amount of cc (which doesn't deplete magicka near as fast as blocking depletes stamina) can stop that Mage from blasting you with a spell for 2k damage when you've got 2 melee mobs coming at you with 2h weapons that will knock you on your ass if not blocked. Melee builds are ar a major disadvantage if they rely on stamina for their dps. You are just making yourself look foolish trying to insist otherwise.

  • Ninnghizhidda
    Ninnghizhidda
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    The situation currently in ESO is quite simple. No matter what you do, you have to be a "mage". "Stamina build" is more or less a myth. Using just weapons and their skills automatically will put you at disadvantage.

    So, a "classic" warrior / fighter type character that relies mostly on weapons / armour / physical damage and combat is really out of question. You can try to play like this, and pre-VR it isn't really that bad. It would just be a very personal choice.

    However, any logical comparison to the "mages", any build that primarily utilises the magicka resource, and preferably, a staff + light armour setup, is vastly superior. These are the plain facts. And as far as I am concerned, this is the "imbalance" or "Harry Potters forced down your throat" problem with ESO, currently.

    They have promised they are working on this and we should see results soon. I do hope so, it is getting a tad farcical (if not annoying) to see 90% of everyone (just look around at banks, busy towns etc where you can have a good sample of characters) sporting a dress + staff.
  • Aeratus
    Aeratus
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    Nobody is saying that you simply can't use Stamina builds. It's just that Stamina builds are less effective than Magicka builds at the moment.

    I played as a full Stamina (DW/Bow) NB until V5, where I gradually started transitioning to Magicka builds first by using resto staff in group play. I kept bow as the primary weapon for soloing until V7, at which point I totally switched to Magicka (destro staff for soloing in the vet zones, and destro/resto in group play). I have max level DW, bow, resto, destro, and 1h-shield, and have played through all of these builds and have played through all of the vet zones.

    As others have mentioned, Stamina has no synergy with class skills because class skills are all magicka based. For nightblade, strife (swallow soul/funnel health) is the primary magicka ranged attack, and assassin's blade (impale/killer's blade) is the finisher that almost all NB uses, especially in solo play and pvp. Since both skills are magicka-based, using stamina is simply gimping your class skills.

    Magicka does significantly more AOE damage than stamina. Impulse does twice the damage as the DW's ballerina blade because its rate of fire is much faster. For vet group dungeons, stamina builds are nearly useless when there's a large pack of mobs. Magicka has less superiority over Stamina in single target situations, but isn't worse than Stamina even for single target dps.

    Magicka also has more skills to use. When farming vet zone public dungeons, I use volcanic rune to handle packs of 6 mobs, another magicka skill.

    So essentially, everything is summarized as this

    Magicka > Stamina

    Magicka build + class skills >> Stamina build + class skills (i.e., synergy).

    The sole advantage of stamina builds, at least for NBs, is that you get to move faster due to the movement bonus. But as others have mentioned, you can't afford to sprint, since you won't have enough stamina left.
  • Anilahation
    Anilahation
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    I've gotten to VR7 with a 5M/2L DW/2H Dunmer Dragon knight vampire.

    I think the build would be more viable if stamina has more crit
  • Shaun98ca2
    Shaun98ca2
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    Alphashado wrote: »
    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.

    Do you even play VR content? Are you really trying to suggest that cc or heals uses the same amount of magicka that blocking and dodging uses stamina? Please, get real. There are some trash mobs that will kill you in one or two shots if you don't block or dodge them. And no amount of cc (which doesn't deplete magicka near as fast as blocking depletes stamina) can stop that Mage from blasting you with a spell for 2k damage when you've got 2 melee mobs coming at you with 2h weapons that will knock you on your ass if not blocked. Melee builds are ar a major disadvantage if they rely on stamina for their dps. You are just making yourself look foolish trying to insist otherwise.

    No it was stated that Magicka builds ONLY have to use Magicka on DPS. NOT TRUE. My point wasn't in the cost comparisons but in the inaccurate statement.

    Veteran Rank itself is a different story altogether. MANY people play Stamina builds and make it through Veteran rank, so your rant while it might be true somehow other Stamina builds ARE making it through.

    But to State Magicka builds ONLY have to worry about DPS for Magicka is WRONG. So using that as a comparison that Stamina builds need Stamina for Block, Dodge, Stun is VERY bad. Stamina builds NEED more Block, Dodge Stun so they GET more of it.
  • Bromburak
    Bromburak
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    ArRashid wrote: »
    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

    Well this buff is worth it though. Any dual wielding playing class would love to have a sorc skill like that.

    20 seconds is a long time for a buff and the healing on weapon crit builds is awesome. There is nothing wrong about the crit surge costs ...
  • Shaun98ca2
    Shaun98ca2
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    Bromburak wrote: »
    ArRashid wrote: »
    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

    Well this buff is worth it though. Any dual wielding playing class would love to have a sorc skill like that.

    20 seconds is a long time for a buff and the healing on weapon crit builds is awesome. There is nothing wrong about the crit surge costs ...

    Well if you read people skew the info to help their point.

    Magicka only has to worry about DPS. What about self heals and CC

    Stamina needs to use its resource for Block, Dodge, Stun. THEY SHOULD there in melee range to USE that stuff and its WILDY important. Block and Stun allow free hits where you cant be damaged by the mob. That's ALMOST as good as a self heal, to top it off YOU CAN still self heal yourself.

    Im sure theres more but these are the 2 that stick in my mind the most.
  • Bromburak
    Bromburak
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    That was not my point, but if you compare a skill like crit surge you need to understand that the benefit is an insane strong passive for a melee playing Sorc.

    If you want the same amount of healing for a melee playing NB for example you would need to use 3 active magicka skills that costs you way more than crit surge.

    But yes, currently it all doesnt matter anyway because certain magicka DPS skills will outdamage a weapon critting stamina skill especially when it comes to AOE efficiency ...

    So crit surge is just in theory a useful skill for DW critting melee Sorcs on Vet packs. Because he still needs his magicka strong AOE class skills because whirlwind and great passive heals alone will not pull it off.

    Here we go again on a long run most of us must play light armor with magicka based skills or you gimp yourself. The sorc cannot use light armor if he wants to play a melee crit surge build, because it only works with high crit chance by medium armor. Whatever you are trying todo with any class, stamina skills and armor synergies are not efficient enough.
    Edited by Bromburak on June 22, 2014 6:27PM
  • Guppet
    Guppet
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    Audigy wrote: »
    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.

    People need to stop claiming VR zones are for grouping. You really think that in this day and age they have created an MMO in which you need to be grouped to level for two thirds of the leveling process? You are utterly *** if you think that.

    They intend you to be able to get to VR 10 completely solo, if you choose. If not then they developed this game a full decade too late. Any game which limits level cap to groups only will fail misserably, .... hmmm..... they could not have, they really could not have, the utter eejits, if appears they did think that could work.
  • Alphashado
    Alphashado
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    Shaun98ca2 wrote: »
    Bromburak wrote: »
    ArRashid wrote: »
    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

    Well this buff is worth it though. Any dual wielding playing class would love to have a sorc skill like that.

    20 seconds is a long time for a buff and the healing on weapon crit builds is awesome. There is nothing wrong about the crit surge costs ...

    Well if you read people skew the info to help their point.

    Magicka only has to worry about DPS. What about self heals and CC

    Stamina needs to use its resource for Block, Dodge, Stun. THEY SHOULD there in melee range to USE that stuff and its WILDY important. Block and Stun allow free hits where you cant be damaged by the mob. That's ALMOST as good as a self heal, to top it off YOU CAN still self heal yourself.

    Im sure theres more but these are the 2 that stick in my mind the most.

    You are missing the point entirely. The fact that stamina builds are required to use their resource pool for mitigation is what puts them at a very clear disadvantage. The amount of CC that a magicka specced sorc uses compared to the amount of mitigation that a stamina build melee player uses is WAY out of proportion. Also, blocking does not mitigate damage 100%. So you are wrong there as well. So the choice is to spec into magica, stand back, use a couple cc's and pew pew from a distance.. or use a stamina build, waste all your stamina trying to dodge and block and dps at the same time with a rapidly depleting resource pool. And this issue is directly related to VR content. 1-50 you can do whatever you want.

    That is the reason why so many people have given up on stamina builds once they hit VR. You can sit here all you want and claim that there is no difference, but 90% of the player base disagrees with you. The end.


    Edited by Alphashado on June 22, 2014 8:42PM
  • AlayaM
    AlayaM
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    Maybe they should get rid of weapon skills altogether.
    Make it like in Morrowind/Oblivion/Skyrim:
    - only passive skills for the different melee/ranged weapons (those can include stamina cost reduction for blocking)
    - only light attacks (just like we have now with no stamina cost) and heavy attacks that cost stamina (which can also have cost reduction in the passive skills)
    Damage values on weapons might have to be scaled up for the loss of skill modifiers.
  • Anilahation
    Anilahation
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    So you guys are upset that casters are going more damage then medium and heavy armor wearers who have a higher defensive stat.
  • Ser Lobo
    Ser Lobo
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    So you guys are upset that casters are going more damage then medium and heavy armor wearers who have a higher defensive stat.

    However, due to game design, casters achieve the same defensive capabilities as even heavy armor wearers, and have better magicka regen focus.

    It's not the players fault. It's simply the way the caps in the game, the finesse skills, and how passives were built.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    So you guys are upset that casters are going more damage then medium and heavy armor wearers who have a higher defensive stat.

    No its because Medium and heavy armor have no use . We who are bitching have done every bit of PVE content in the game . i myself have but for the last trial.
    I have a VR 12 DK in heavy armor tank. dual wield for DPS and SNS for tanking. I re rolled a Sorc and it is plainly clear by lvl VR 5 my light armor sorc is superior in all roles.

    tanks better in DPS light armor then my DK. Ageis and lightning armor put him 1200 over Spell resist and armor cap ,far over the hard cap. Using Resto staff and destro staff my sorc is never out of mana and pulls ridiculous amounts of AOE dps.

    The health benefits of Heavy armor are negligent. not only do you reach health cap much faster then any stat it is a moot point when stacked against light armor being buffed to 1200 over cap.

    none of the melee skills function properly and stamina is depleted much faster then magica as well as melee hitting like a limp wet sock, in incredbily small hit boxes. I think you should reserve your opinion and statements untill you have DPS'd and tanked in the end game content. So you can see the scaling defecncies. Its baffling how light armor is better for tanking then heavy .

    medium is a waste of magica as melee skills and resources are so incredibly borked. you can wear light armor and still have your health regen over cap as well as your health pool over cap. the only benefit form heavy would be the .05 % extra healing per piece lol. for a whooping 3.5% extra healing the block reduction is a complete waste. God damn laughable compared to to light benefits.
    Edited by Wifeaggro13 on June 22, 2014 9:44PM
  • traigusb14_ESO2
    traigusb14_ESO2
    ✭✭✭✭✭
    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).

    Incorrect. Heavy armor Templar 1H (axe)and Sh VR 10 do it 80% of the time. I can block 3 melee mobs of the same level indefinitely with self buffs, and kill them all with light/heavy attacks and 1 STA attack(Deep Slash reduces target damage by 15%) and the occasional Blazing spear. Shield passives drop the damage taken after block to 30% or less for base melee and ranged/spell (as opposed to base 50%) depending on spec. 1H /Sh itself has an additional+15% vs ranged/ basic spells.

    Templar with all sword and board / templar passives is 70% general 85% vs. basic attacks (and with a 30% block cost reduction). If I slot Absorb magic IV (1H /Sh spell reflect skill, (don't have to have it up, just slot it)), is adds another 8% for 78% general reduction 93% vs basic attacks (light/heavy)

    yes...
    78% general reduction
    93% vs all basic attacks
    block for 38% less cost


    EDIT: Note: also note I use Hist bark armor, so I have a 20% chance of passive dodge while blocking, but I sill played like this to VR9, (where I was using three 3sets whitestrake's, magnus's gift and seducer)

    I slot 2 block cost reduction / bash cost reduction glyphs for ~60 sta more off blocking. I can stand there all day.

    Basic attacks hit me for about 1.5% cost me about %5 sta

    With radiant aura up my sta regen is 95, so that is pretty much no problem.

    The trick at VR is swinging between enemy swings (which is hard with 3 mobs). At higher VRs they throw more specials, so bashing a special and not getting hit by the others is kind of hard. It actually works better to stun a mob and use the timing break in attacks to hit the other mobs, rather than focusing on the stunned mob (unless it is a healer). Mobs that take themselves out of fights like warriors that charge like clannfear and wasps, let you beat up on the other 2 much easier. The guys that take turns winding up heavys and stunning themselves are super easy.



    I have to be a lot more active with 1 or 2 casters in the pack and use spell reflections, while dodging specials.

    I only roll from the biggest circles, I can walk/block avoid all cones and small circles.

    I can stand and solo storm astros, trolls, gargs etc.

    It isn't fast, but I can take a beating. I could tweak it some more, but my enchanting is dragging (level 5-7 runes), so my jewelery is kinda low, and my armor glyphs are white storebought.



    Dunno about med armor.
  • aipex8_ESO
    aipex8_ESO
    ✭✭✭✭✭
    Just a few thoughts on how this could be fixed or at least made better (some of this has been said):

    1) Make some class skills use Stamina. Not only would this help stamina builds, but it gives you more to think about when spending those skill points. Right now I just put a point in everything I have to at least try it out. If I had to think about whether it costs magicka or stamina I would be a little more selective. For NBs, skills like ambush and impale could be stamina, where strife and shadow cloak would remain magicka. You could even go with one class has all magicka based (sorc), two with split (maybe NB and temp) and one be all stamina (DK), though that would impede on "play as you want" so maybe not.

    2) Make armor weight matter. If sorcs are going to do the most damage, make them glass cannons. The fact that they can tank and do the most DPS in light armor is a pretty big oversight.

    3) Better passives on med and heavy armor for stamina regen and lowering the cost of dodge, block and cc break. And maybe even make sneak free (personally I think that sneaking should just be free for all, but I doubt they will make that change, so making it free for med armor wearers and cheaper for heavy would work).

    4) Up damage on weapon abilities. Whirling blades, for example, is nearly useless in VR content. Flurry is getting a small boost, which is great as Rapid Attacks is the skill I use most.

    I want to be a full stamina melee type build, but I can't. I currently have a split build that leans stamina, but only have 1 stamina ability on my bar. My distance closer (ambush), opener (surprise attack) and closer (impale) could easily pass as stamina abilities. Even my single target CC (agony) could be stamina as the visual is you throwing some kind of barbed wire trap around the enemy's legs. I could then go full stamina.

    I don't think a 4th resource should be added. It doesn't fit the TES paradigm and no matter what you name it, it's just another word for stamina. Just make it easier for us stamina users to manage it.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    aipex8_ESO wrote: »
    I don't think a 4th resource should be added. It doesn't fit the TES paradigm and no matter what you name it, it's just another word for stamina. Just make it easier for us stamina users to manage it.

    Even in Skyrim, stamina was used for power attacks, sprinting, etc. There wasn't exactly 'abilities' to draw from it in the same manner as here. Since this game alters that mechanic with weapon, armor and fighters guild abilities, I believe it might be necessary to further change the formula to compensate.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • OkieDokie
    OkieDokie
    ✭✭✭
    Honestly, the idea that you should be able to pull the same damage just by picking any weapon is wrong (sorry, that is my opinion).

    If you look at it as a secondary source of damage, it is almost fine. Just need a better resource management (and that is what they are doing now).

    aipex8_ESO wrote: »

    1) Make some class skills use Stamina. Not only would this help stamina builds, but it gives you more to think about when spending those skill points. Right now I just put a point in everything I have to at least try it out. If I had to think about whether it costs magicka or stamina I would be a little more selective. For NBs, skills like ambush and impale could be stamina, where strife and shadow cloak would remain magicka. You could even go with one class has all magicka based (sorc), two with split (maybe NB and temp) and one be all stamina (DK), though that would impede on "play as you want" so maybe not.

    No, thank you. That would be a disaster as you split resources and unbalance classes even more. Look, all class skills are magicka and it makes sense this way.
    People keep saying they heard of a friend of friend of friend of their neighbors that plays a NB and can catch up with dks and sorcs and this guy just never shows up. He would be a rock star if he existed.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    OkieDokie wrote: »
    Honestly, the idea that you should be able to pull the same damage just by picking any weapon is wrong (sorry, that is my opinion).

    If you look at it as a secondary source of damage, it is almost fine. Just need a better resource management (and that is what they are doing now).

    aipex8_ESO wrote: »

    1) Make some class skills use Stamina. Not only would this help stamina builds, but it gives you more to think about when spending those skill points. Right now I just put a point in everything I have to at least try it out. If I had to think about whether it costs magicka or stamina I would be a little more selective. For NBs, skills like ambush and impale could be stamina, where strife and shadow cloak would remain magicka. You could even go with one class has all magicka based (sorc), two with split (maybe NB and temp) and one be all stamina (DK), though that would impede on "play as you want" so maybe not.

    No, thank you. That would be a disaster as you split resources and unbalance classes even more. Look, all class skills are magicka and it makes sense this way.

    But not all weapon skills are magicka based, which causes confusion. Nor all armor skills stamina based. Or all guild skills one or the other.

    It would make sense if, say, destruction and healing staves used stamina for their abilities, not in the practical sense of the action itself, but because they are weapon skills. This is along the general principle that a Nightblades 'assassins' blade', a melee attack with a dagger, is a class skill and thus should be magicka based.

    The lack of any real set of 'rules' is why this game is confusing. Nothing really makes sense. Just try to sort out which nightblade abilities use spell crit and which use weapon crit.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • OkieDokie
    OkieDokie
    ✭✭✭
    Yeah, hopefully they will change that spell crit x weapon crit nonsense or, even better, mix them into just one crit.
    People keep saying they heard of a friend of friend of friend of their neighbors that plays a NB and can catch up with dks and sorcs and this guy just never shows up. He would be a rock star if he existed.
  • Eivar
    Eivar
    ✭✭✭✭
    The problem with stamina builds, IMO, seems to be this, weapon based(sta) skills aren't made to be dps filler, they are utility skills and DoT skills meant to be used when appropriate while you spam light/heavy attacks. This would be fine, except weapon damage is insignificant compared to the magicka based class skills you can spam. This becomes even more of a problem if you take into account animation canceling, where someone can output high amounts of damage by using more attacks in less time. If ZOS were to simply up weapon dmg it would change nothing, as magicka based animation cancelers would do increased dmg as well. The problem is made worse because melee class skills cost magicka, use spell dmg to scale their dmg, but use weapon crit. So people trying to use class skills and melee weapons get double screwed because they have to split resources and can't stack like pure light armor magicka users.

    I think part of the fix is likely this, have staves basic attacks scale off your spell dmg, as the attack is magical anyway, increase weapon dmg and it's overcharge caps(softcap) and make all melee class skills still cost magicka, but have their dmg scale off of weapon dmg. This would allow for an increased weapon damage to bring melee up to par with magicka builds, without affecting the already good dps of magicka based builds, then melee builds would have the same ability to do animation canceling(if this going to be allowed to continue) using class skills and light/heavy attacks, and use weapon skills to fill the gap caused by the lack of resource/regen to spam magicka based skills as effectively.
  • jelliedsoup
    jelliedsoup
    ✭✭✭✭✭
    OkieDokie wrote: »
    Honestly, the idea that you should be able to pull the same damage just by picking any weapon is wrong (sorry, that is my opinion).

    If you look at it as a secondary source of damage, it is almost fine. Just need a better resource management (and that is what they are doing now).

    Why should Class skills cuase more damage than weapons? Both are resources to be used, except stamina is already used by running, dodging blocking etc so it will always be lower than magicka unless you allocate points etc to it.

    If you want people to play differenty ways, then weapon damage should be equal (not more, not less). There should be weapon ultimates as well.


    If they are a poor second cousin, then why spend skills point on them. The cost of stamina is just as much as magicka in this game, just the output is not.
    Edited by jelliedsoup on June 23, 2014 2:22AM
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    I've always been prone to the idea that weapons differentiate themselves on speed of delivery and damage done, with some variation on accessory damage. So while not every weapon is created equal, they appeal to different playstyles. The fast-click player equips small knives or short bows. The slower, methodical player equips a two-hander.

    The weapons fit the playstyle. They aren't universal. One positive thing I could say for the two weapon classes in Neverwinter Online. While many of their roles overlapped, Guardian Fighters and Greatweapon Fighters played completely differently, allowing two very different types of players to do the same thing.

    Because to be honest, not all players are created equal, something many games overlook. It's not even a matter of 'better' and 'worse'. Some are faster with keyboards, other with the mouse. Some are better at judging skill rotations, others are better at getting in the best positions. Some go by numbers, others go by flair.

    A perfect game appeals to all the different types using a variety of gameplay mechanics.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • lim30041982
    lim30041982
    Soul Shriven
    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.

    ^ This +100 , my dragon knight never read a book (like sorceres) he is training hard with his muscle , kill a bear with barehand , drinks mead with tavern girls , climbing a mountain every day , but when in a battle he want to whack a necromancer the game say "you must use ur mind (magicka) to use that skill"

    wtf ?????
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    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.

    ^ This +100 , my dragon knight never read a book (like sorceres) he is training hard with his muscle , kill a bear with barehand , drinks mead with tavern girls , climbing a mountain every day , but when in a battle he want to whack a necromancer the game say "you must use ur mind (magicka) to use that skill"

    wtf ?????

    Because the fire breathing and scorpion chains and talons coming out of the ground is just you flexing your muscles, right?

    Maybe not all class abilities should be magicka based. But there are a few that are pretty self-explanatory.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • ArRashid
    ArRashid
    ✭✭✭✭
    aipex8_ESO wrote: »
    I don't think a 4th resource should be added. It doesn't fit the TES paradigm and no matter what you name it, it's just another word for stamina. Just make it easier for us stamina users to manage it.

    Even in Skyrim, stamina was used for power attacks, sprinting, etc. There wasn't exactly 'abilities' to draw from it in the same manner as here. Since this game alters that mechanic with weapon, armor and fighters guild abilities, I believe it might be necessary to further change the formula to compensate.

    Well, but spells there also did 12-50 dmg, while non-staff weapon attacks went up to like what, 350+ with bonuses from blacksmithing and enchanting?
  • OkieDokie
    OkieDokie
    ✭✭✭
    OkieDokie wrote: »
    Honestly, the idea that you should be able to pull the same damage just by picking any weapon is wrong (sorry, that is my opinion).

    If you look at it as a secondary source of damage, it is almost fine. Just need a better resource management (and that is what they are doing now).

    Why should Class skills cuase more damage than weapons? Both are resources to be used, except stamina is already used by running, dodging blocking etc so it will always be lower than magicka unless you allocate points etc to it.

    If you want people to play differenty ways, then weapon damage should be equal (not more, not less). There should be weapon ultimates as well.


    If they are a poor second cousin, then why spend skills point on them. The cost of stamina is just as much as magicka in this game, just the output is not.

    Obviously, it is just my opinion, but give it some thought.

    It doesn't matter what weapon you choose, you primary skills or talents come from you class. It is the game concept, really. This is not that medieval reality where the dumb warrior smashes his enemies, there is no such thing when this 'dumb warrior' is capable of using ultimate magicka skills.

    And yes, you're right. No good reason for spending points on it except for play style.

    Again, just my opinion, but by looking at how the game reality works, I'm convinced they've thought of it in the same way. Therefore, no matter how bad you want it, you're trying something that cannot be achieved.

    If someday they say class skills and weapon skills are supposed to be even, then I agree stamina needs a lot of work. But they've never said that, people are just assuming it even if the entire world screams the opposite.
    Edited by OkieDokie on June 23, 2014 11:11AM
    People keep saying they heard of a friend of friend of friend of their neighbors that plays a NB and can catch up with dks and sorcs and this guy just never shows up. He would be a rock star if he existed.
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