malikwalker_ESO wrote: »With 110 spell power, 2000 magicka and resto staff, Refreshing Path appears to be healing me for 35 a tick, but it seems like it's two ticks a second. Hard to tell, my FTC combat text is acting a little odd when I cast the spell.
Sadly, even if it ticks twice a second, a 70 point AoE Heal per second doesnt really do much in the grand scheme of things. It should be closer to like 120 similar to Mutagen/Rapid Regen/Healing Springs. At that point, it would be a decent AoE heal but nothing over powered.
I dunno. I mean your perspective is yours so i won't knock it, but i don't think viewing Refreshing Path in a healing vacuum does the skill justice. Whether it has been boosted with 1.2.3 changes or not.
I use it mostly on my ranged attack bar and i pair it with Swallow Soul. Throw in the some set bonus from my fav set(Song of Lamae) and as long as i pay attention and don't languish in the neat little red polygons that show up on the ground, health is never an issue on anything other than a boss mob.
aipex8_ESO wrote: »I'm a little shocked at how far my stamina is going now. I can block, interrupt, dodge and rapid strike until I'm blue in the face and still have stam to spare. I'm killing enemies quicker too with the increased damage on ambush sneak attacks (whatever is actually causing the increase) and the 10% to rapid strikes. And on top of all that, I'm a Nord, so I got a little survivability buff as well!
aipex8_ESO wrote: »I'm a little shocked at how far my stamina is going now. I can block, interrupt, dodge and rapid strike until I'm blue in the face and still have stam to spare. I'm killing enemies quicker too with the increased damage on ambush sneak attacks (whatever is actually causing the increase) and the 10% to rapid strikes. And on top of all that, I'm a Nord, so I got a little survivability buff as well!
True I now die in melee with stamina to spare. Hooray.jelliedsoup wrote: »The issue is those nbs stupid enough (me included) to persist with medium armour and weapons.
...which were dramatically buffed with this patch. Stamina costs dropped a lot, and weapons were buffed (especially bows). Stealth crits hit for a lot more.
jelliedsoup wrote: »True I now die in melee with stamina to spare. Hooray.jelliedsoup wrote: »The issue is those nbs stupid enough (me included) to persist with medium armour and weapons.
...which were dramatically buffed with this patch. Stamina costs dropped a lot, and weapons were buffed (especially bows). Stealth crits hit for a lot more.
The passive 10% buff to spell/weapon power is nice and all but for the one attack it's kinda lame and only a small buff to stealth damage.
-but now for some reason I have less weapon damage overall. It was 150 and now it's at 143... no idea why though.
Kewljag_66_ESO wrote: »The passive 10% buff to spell/weapon power is nice and all but for the one attack it's kinda lame and only a small buff to stealth damage.
-but now for some reason I have less weapon damage overall. It was 150 and now it's at 143... no idea why though.
Yes it says 10% but there are other changes effecting things, and class sneak attack damage has been increased very signifgantly. my Suprise Attack has gone from 1400ish to 1900ish damage. It is alot more than 10%. And that sneak attack damage increase is giving the target alot less time to react and survive
Kewljag_66_ESO wrote: »jelliedsoup wrote: »True I now die in melee with stamina to spare. Hooray.jelliedsoup wrote: »The issue is those nbs stupid enough (me included) to persist with medium armour and weapons.
...which were dramatically buffed with this patch. Stamina costs dropped a lot, and weapons were buffed (especially bows). Stealth crits hit for a lot more.
Im not sure what your gear template is with medium armor but i did 2 things that i swear doubled my survivability. get purple magic resist enchants put on your rings. this replaces the top stats but v1 purple enchants each give 410 magic resists. this puts you over the softcap and protects you from the main form of damage in the game. the second is do the same thing with a +410 armor enchant on your necklace, now you are somewhat closer to the armor cap.
Another big survival tactic is to to hold block while you are engaged in melee toe to toe with your target and use insta abilities like, strife, vielled strike, ect. you can basically attack while always blocking incoming attacks
monkeymystic wrote: »NBs seem to be very good in pvp now indeed. I feel they are hard to face, and more nbs have learned how to dodge cloak now, making them very hard to catch. Last night i saw a good NB in my guild solo 1v4 fully geared vr 12 players (2 sorc, 1 dk and 1 templar) and then vanish when more enemies came (while i died from the zerg, them ***). The burst dmg seems really good now
Templars still outheal my dps in 1on1-pvp by a ridiculous amount - even with the non-noticeable 50% heal debuff.
Templars still outheal my dps in 1on1-pvp by a ridiculous amount - even with the non-noticeable 50% heal debuff.
I have to agree. Only way to kill a templar atm is to drop him before he recovers from the initial stun. Otherwise at 10% life he waves his hand and is back at 50%, another hand wave and he's back at 100.
jelliedsoup wrote: »The issue is those nbs stupid enough (me included) to persist with medium armour and weapons.
jelliedsoup wrote: »The issue is those nbs stupid enough (me included) to persist with medium armour and weapons.
Medium armour and weapons works just fine. It's those that have stamina stacked that struggle.
Templars still outheal my dps in 1on1-pvp by a ridiculous amount - even with the non-noticeable 50% heal debuff. There was more silent and noted nerf than push to the NB. NB had more or less only utility on release. Now they are thinning out our utility and give us things that are supposed to amplify combat power but there is nothing to amplify. It's not done with some tinkering, we need a BIG load of HARD pushes like plain dmg pushes, faster attack animations and finally fixes to make all our weak stuff at least work as stated in the tooltips.
Nightblade - and ONLY Nightblade was promised a push. What we got was underperforming tweaks compared to the other classes (that all got several dmg increases), that resulted in an overall neutral shuffle to our skills, which catered to common dps builds and gave some flimsy pushes to NB healers but devastated the more exotic NB tank-builds entirely without replacement. (You can still tank with nightblade, but its crippled and weak and there is not much left in the class tree that helps). I spent more than 250.000g (reskills and gear to test with) since 1.2.3. to tinker through several alternatives without finding anything awesome but strong potion effects (extra-replenish-glyphs profit from "catalyst"). I guess not many Nightblade-Tank players have the funds to explore a way out of a build that got wrecked and are now trapped in that buzzkill - or maybe they are smarter than me.
I already expect in the next patch they kill Swallow Soul and Sap Essence - the last awesome branches to cling to between bugged finishers and initators, that are too weak for most situations in endgame PvE and PvP.
.The Nightblade class
does not sustain
any more unconcern!!!
Kewljag_66_ESO wrote: »Kewljag_66_ESO wrote: »So for those that didnt see the reddit notes that were not listed with the patch. The NB class skills like Teleport Strike and Vielled Strike and morphes got their sneak attack damage changed from X3 to X5 along with the 10% damage for magic abilities in Master Assassin passive. PVP wise this is a much larger opening damage advantage, even with Teleport Strike (Ambush). If you land an opening Vielled Strike (Suprise Attack) its even more devasting.
...
Veiled Strike with no sneak attack bonus --> 740 (Crit)
Veiled Strike with sneak attack bonus --> 2097 (Crit)
Ambush without sneak attack bonus --> 611 (Crit)
Ambush with sneak attack bonus --> 1801 (Crit)
Definitely not a 5x bonus.
What is probably happening is people are comparing their Sneak Attacks to their regular standing attacks -- this is no longer valid because a sneak attack receives the Master Assassin bonus (which adds 10% to Spell Power on the Character sheet) but standing attacks do not.
Was just saying what i read on reddit. Not sure the exact calculation but it is much more than the 10% bonus now. My Suprise Attack sneak attack went from 1400ish damage to 1900 ish damage on teh same V4 mob. tested before patch and after. So something else was adjusted from just adding that MA 10%
jelliedsoup wrote: »jelliedsoup wrote: »The issue is those nbs stupid enough (me included) to persist with medium armour and weapons.
Medium armour and weapons works just fine. It's those that have stamina stacked that struggle.
Medium armour is stamina stacked.
killedbyping wrote: »BTW, any can tell if Refreshing Path can crit ?
If so, then this skill can atleast be used for generating Ultimate while not in combat so you dont have to put healing springs or so on your bar and also use that skill in combat as additional DoT.
Templars still outheal my dps in 1on1-pvp by a ridiculous amount - even with the non-noticeable 50% heal debuff.
monden1980b16_ESO wrote: »Templars still outheal my dps in 1on1-pvp by a ridiculous amount - even with the non-noticeable 50% heal debuff.
Sorry I have to say this but you have to see the other side as well... as a Templar, I have to use half my magicka to heal away the initial damage, when a NB catches me. Our magicka is drained too fast to counter with DPS, so basically we can probably stay alive some time against NB, but we can't damage them either.
For me, fights against NBs are always hard and often end deadly for me (pre-patch, now after patch it should be even worse for Templars)