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Light Armor's problem is that it reduces the cost of spells by 21%

  • Obscure
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    PBpsy wrote: »
    Lets not break the one armor that works right. The extra buffs help equal the low armor rating...

    Just keep complaining about the other armor types instead.

    Except as people have already stated you can hit armor cap while wearing full light armor, so there is zero negative except for how ugly it is.

    You sacrifice 26 spell power or one or two skill slots that you may not want to use.on top of the 2 slots you sacrifice on freaking balls since you can't get spell crit worth crap from gear that you don't get in trials.

    Spell power cap has been lowered. Using jewelry to reach the cap is not necessary. I have a full medium DK with DW+Bow with 99 spell power (30 points from the cap at 129). Resistance negation via the sharpened trait on staves (as well as bows and two handers) stacking with resist bypass of light armor is were the largest portion of damage increase comes from.

    Spell crit is obtainable via skills such as Inner Light, and crafted sets Willows Path, Twilights Embrace, and Night Mother's Gaze. Not to mention the temporary buff granted by potions of spell critical.
  • GnatB
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    BrassRazoo wrote: »
    Sorcerers and Templars are the only classes that should be allowed to wear light armour in the first place.

    You do realize that all 4 "classes" are different variety of mages, right?

    Personally, I tend to feel that where ZoS messed up was:
    1. Calling them classes instead of spell schools.
    2. Making them do more damage than *weapon* skills.

    I think this game would have been more interesting if the weapon skill lines were more the "DPS" skills, while the "magical school" (a.k.a class) skill lines were basically buff/debuff/cc/support/etc. skills. Which isn't to say some wouldn't do damage, it's just they would do *less* damage, but have secondary effects to make up for it. Stuns, snares, life drains, etc. Whereas the weapon skills would be more about pure damage (including staffs) 'Couse, you know, weapon.
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  • RoyMallis
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    So it was stated that light armors' sacrifice of armor value is negated by the facet that you can supplement armor on jewelry enchants. Could then not supplement your lack in resource management for med and heavy? I'm not a great build theorist so this is a legitimate question for me.
    I do what I can, when I can, to provide in game help to those seeking it. @RoyMallis
  • PBpsy
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    Obscure wrote: »
    PBpsy wrote: »
    Lets not break the one armor that works right. The extra buffs help equal the low armor rating...

    Just keep complaining about the other armor types instead.

    Except as people have already stated you can hit armor cap while wearing full light armor, so there is zero negative except for how ugly it is.

    You sacrifice 26 spell power or one or two skill slots that you may not want to use.on top of the 2 slots you sacrifice on freaking balls since you can't get spell crit worth crap from gear that you don't get in trials.

    Spell power cap has been lowered. Using jewelry to reach the cap is not necessary. I have a full medium DK with DW+Bow with 99 spell power (30 points from the cap at 129). Resistance negation via the sharpened trait on staves (as well as bows and two handers) stacking with resist bypass of light armor is were the largest portion of damage increase comes from.

    Spell crit is obtainable via skills such as Inner Light, and crafted sets Willows Path, Twilights Embrace, and Night Mother's Gaze. Not to mention the temporary buff granted by potions of spell critical.

    If you are a NB caster going for Spell crit on gear will require you to sacrifice other stuff such as extra Regen. Magicka, Cost reduction. This means that you will have to use either Spell Symmetry or Siphoning Attacks. Siphoning attacks cost 22% of my spell power which means I actually have to have 127 to get your 99 spell power.Either way 2 or 3 slots for spell crit and resource management. I am not COMPLAINING though I am happy with my set up. I am just pointing out that with light armor there are sacrifices you have to make. It is in no way light armor with armor cap for free. The post I was replying was definitely implying it. It is certainly possible to get soft cap in light but no end game PVE DPS will put 2 freaking armor rings on or be able to user armor biffs without a pretty large sacrifice in dps.

    The spell penetration is another topic entirely and should be taken care of , Preferably In a way that has minimal impact on pve.
    Edited by PBpsy on August 22, 2014 12:06AM
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  • Obscure
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    RoyMallis wrote: »
    So it was stated that light armors' sacrifice of armor value is negated by the facet that you can supplement armor on jewelry enchants. Could then not supplement your lack in resource management for med and heavy? I'm not a great build theorist so this is a legitimate question for me.

    Short answer, No.
    PBpsy wrote: »
    Obscure wrote: »
    PBpsy wrote: »
    Lets not break the one armor that works right. The extra buffs help equal the low armor rating...

    Just keep complaining about the other armor types instead.

    Except as people have already stated you can hit armor cap while wearing full light armor, so there is zero negative except for how ugly it is.

    You sacrifice 26 spell power or one or two skill slots that you may not want to use.on top of the 2 slots you sacrifice on freaking balls since you can't get spell crit worth crap from gear that you don't get in trials.

    Spell power cap has been lowered. Using jewelry to reach the cap is not necessary. I have a full medium DK with DW+Bow with 99 spell power (30 points from the cap at 129). Resistance negation via the sharpened trait on staves (as well as bows and two handers) stacking with resist bypass of light armor is were the largest portion of damage increase comes from.

    Spell crit is obtainable via skills such as Inner Light, and crafted sets Willows Path, Twilights Embrace, and Night Mother's Gaze. Not to mention the temporary buff granted by potions of spell critical.

    If you are a NB caster going for Spell crit on gear will require you to sacrifice other stuff such as extra Regen. Magicka, Cost reduction. This that you will have to use either Spell Symmetry or Siphoning Attacks. Siphoning attacks cost 22% of my spell power which means I actually have to have 127 to get your 99 spell power.Either way 2 or 3 slots for spell crit and resource management. I am not COMPLAINING though I am happy with my set up. I am just pointing out that with light armor there are sacrifices you have to make. It is in no way light armor with armor cap for free. The post I was replying was definitely implying it. It is certainly possible to get soft cap in light but no end game PVE DPS will put 2 freaking armor rings on or be able to user armor biffs without a pretty large sacrifice in dps.

    The spell penetration is another topic entirely and should be taken care of , Preferably In a way that has minimal impact on pve.

    Thus is the life of a Nightblade :p

    You likely know first hand how quickly a group will take Sorc DPS over Nightblade. Not a large difference between the two in DPS, but that Sorcs sustain doesn't miss a beat with crit surge (makes specing for more DPS mean you're more survivable). Though that's a class inequality thing that I'm not even sure is really a problem.

    Different classes need to gear different, but by no means do they gear out of light armor for DPS...or heals...and my favorite tank is Light Armor (Resto + Sword & Board DK) who uses physical resist rings ;) . Suffice it to say everything can be done better in a bath robe in ESO. Any concessions you have to make to tweak into doing that are less than those made by characters using lesser armor sets and are simply better options for what you're trying to do.
    Edited by Obscure on August 22, 2014 12:23AM
  • Dagoth_Rac
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    I am assuming ZOS have numbers in mind for survivability of endgame content like Trials, VR12 dungeons, etc. Like they expect a 50% failure rate in Hel Ra Citadel or a 90% failure rate or a 99% failure rate or whatever.

    That leaves a number of possibilities here and you can't really decide what to do until these questions are answered:
    1). Is light armor allowing people to survive Trials and other endgame content at about the rate ZOS expected? Or is Light Armor coasting through endgame content?
    2). Is medium/heavy armor allowing people to survive Trials and other endgame content at about the rate ZOS expected? Or is medium/heavy armor dying at rates much higher than expected?
    3). How do weapons play into this? Do heavy armor players wielding staves survive just fine? Do light armor wearers going dual wield dye nonstop?

    If buffing Medium/Heavy to Light Armor will make everyone roflstomp endgame with no effort, we don't want that. If nerfing light armor to medium/heavy level will make everyone ragequit because endgame is impossible, we don't want that. If buffing other weapons to be as good as staves will make everyone roflstomp endgame with no effort, we don't want that. If nerfing staves to other weapon levels will make everyone ragequit because endgame is impossible, we don't want that.

    Decisions on whether X is overpowered and Y is underpowered are not determined by comparing X and Y. They are determined by comparing X and Y to the game content!

  • Origin
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    Stop crying people, the only thing that needs a nerf are whiners.

    As it seems some of these whiners are in fact trolls.

  • eliisra
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    Obscure wrote: »
    You likely know first hand how quickly a group will take Sorc DPS over Nightblade. Not a large difference between the two in DPS, but that Sorcs sustain doesn't miss a beat with crit surge (makes specing for more DPS mean you're more survivable). Though that's a class inequality thing that I'm not even sure is really a problem.

    That's not up to date. Leaderboard trial runs today consist of 5-9 NBs for dps. Sorcs only needed for Negate Magic duty, DK for tanking and one single poor Templar to throw the stamina spear and a heal. It's ridiculous and "really a problem".

    Yet I keep seeing NB's stuck somewhere between beta and patch 1.1 still crying about being weak in PvE, even though they're top caster dps, currently preferred class in trials, after receiving multiple buffs and fixes.

    Playing a Templar and seeing that...feels a little bit like someone's taking a dump in my face, than complains about the lack of paper tissues and feels sorry for themselves. I mean I would switch to any build, weapon or armour available, anything, if that gave my Templar competitive dps.

    Topic: Heavy needs fixing badly. Agreed. But making light users oom is not the solution. Resolve should come with a passive damage reduction. Than add a buff to the Constitution restore passive.
  • Tapio75
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    Only problem light armor has, is that it has an armor value. It is cloth, it does not give any protection from harm.

    Spell cost decrease however makes full sense, it is easy to cast spells in clothing and thus reduces strain on the caster.
    >>PC-EU Mostly PVE. Played since BETA<<
  • jamie.goddenrwb17_ESO
    Put in an slotted ability for heavy armor that buffs the hell out of weapon damage
    PBpsy wrote: »
    All Armor types should have resource management options.
    Heavy 1%Magicka 3%Stamina cost reduction
    Medium 2%Magicka 2%Stamina cost reduction
    Light 3%Magicka 1% Stamina cost reduction

    All 5 piece bonuses should be removed and replaced with similar per piece bonuses.The 5 piece bonuses are truly restrictive. This would would really encourage more hybrid and mixed armor builds.
    Buffing survivability of Heavy should be done after this since it would be very risky in term of pvp balance.

    At VR12 resource management is the game. The 21% reduction from light helps but it is still not enough to remove resource management from the calculations. This is why every good magicka dps build still uses Spell Symmetry at endgame.
    So Yes Buff Heavy and Medium for beter sustain. Don't nerf light armor sustain.

    This is a fantastic idea.

    Add an ability for heavy armor that buffs the hell out of weapon damage while slotted and you'd have the perfect counterpoint to light armor being able to do damage while their damage shields are up.

    Complete freedom in armor type then without nerfing anything!
    I can has typing!
  • Aeratus
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    eliisra wrote: »
    Obscure wrote: »
    You likely know first hand how quickly a group will take Sorc DPS over Nightblade. Not a large difference between the two in DPS, but that Sorcs sustain doesn't miss a beat with crit surge (makes specing for more DPS mean you're more survivable). Though that's a class inequality thing that I'm not even sure is really a problem.

    That's not up to date. Leaderboard trial runs today consist of 5-9 NBs for dps. Sorcs only needed for Negate Magic duty, DK for tanking and one single poor Templar to throw the stamina spear and a heal. It's ridiculous and "really a problem".

    Yet I keep seeing NB's stuck somewhere between beta and patch 1.1 still crying about being weak in PvE, even though they're top caster dps, currently preferred class in trials, after receiving multiple buffs and fixes.

    Playing a Templar and seeing that...feels a little bit like someone's taking a dump in my face, than complains about the lack of paper tissues and feels sorry for themselves. I mean I would switch to any build, weapon or armour available, anything, if that gave my Templar competitive dps.

    Topic: Heavy needs fixing badly. Agreed. But making light users oom is not the solution. Resolve should come with a passive damage reduction. Than add a buff to the Constitution restore passive.
    That's right. NB (caster) is a top dps class. It's even been documented in the forums (see third post in http://forums.elderscrollsonline.com/discussion/123907/trial-leaderboard-resets)

    However, the not all NBs are light armor casters. So if you're picking PUG members, it makes sense to get a sorc, since you know for sure that he will be in light armor.
    Edited by Aeratus on August 22, 2014 1:36AM
  • Tapio75
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    Making heavy armor buff weapon damage is silly idea. Rather should heavy armor buff survivability.

    I am light armor user but only because it suits my character who is mage. There is one problem i have with light armor, it gives too much survivability. Light armor is armor for mages, mages are powerful with spells and do massive damage but they traditionally are weak to resist any kind of physical attack. This is why light armor should not give any armor to player. Only armor for caster should be temporary ward spell that blocks spells and minor amount of physical damage.
    >>PC-EU Mostly PVE. Played since BETA<<
  • babylon
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    Tapio75 wrote: »
    Only problem light armor has, is that it has an armor value. It is cloth, it does not give any protection from harm.

    You can't do that in this game. Mobs hit hard and fast and you have to both take them down quickly AND soak their big damage. The problem is in the way this game is designed from the ground up, not the light armour. Our health bars would have to be much bigger and fights would have to be a lot slower for any adjustments to be made in these things.
  • Obscure
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    Dagoth_Rac wrote: »
    Decisions on whether X is overpowered and Y is underpowered are not determined by comparing X and Y. They are determined by comparing X and Y to the game content!

    If X = 5 and Y = 3 Then X > Y = True.

    Content alone isn't a metric for peek character building, it only quantifies the minimum requirements; your build has to be "at least this good to progress". It's the size chart at a fair saying you need to be "at least this tall to ride this ride ". Content determines if something is good enough, other options determine if something is better than par for the course. That is drawn exclusively by comparing options to each other.
  • Tapio75
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    They hit hard, yes. Fact in my case is that i use crowd control to keep enemies at bay, kite them and whatever i can to keep them away. Enemies rarely get close enough to hit you and when they are going to hit hard, you can see it and use that saved stamina to block them unconscious for short while, power attack right there also knocks them down after which you can apply crowd control and keep them at bay until they die.
    >>PC-EU Mostly PVE. Played since BETA<<
  • babylon
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    Obscure wrote: »
    If X = 5 and Y = 3 Then X > Y = True.

    Not when X and Y are two different kinds of things.
  • Paralyse
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    All this fuss and bother about light armor and yet people seem to forget that if we can't nuke it before it reaches us, we get demolished in one or two melee attacks. Furthermore, running nuke sorc (fire) builds will OOM you faster than melee will ever run out of stamina+magicka, even with full light armor and all regen morphs.

    Everyone wanted ESO to be a "non trinity" game, where any class could wear any armor and wield any weapon, and now all I see is people whining for the same trinity they said they hated so much. "All heavy armor wearers should be sword and board tanks or 2 handed melee DPS", etc.

    A large part of the issue is players who are stuck inside the "box" and cannot think outside of the trinity setup long enough to realize that maybe, just maybe, they should try alternative DPS and Tank builds and setups instead of expecting the devs to make the game conform to their notions of what, and how, a tank or DPS should be/look/act.

    Since the days of D&D the tradeoff has always been light armor - mobility and vulnerability vs. heavy armor - slow but well protected. Light armor wearers traditionally had to rely on spells and wards to keep themselves from getting 1 shotted, and heavy armor wearers had to trade off their ability to take more damage vs. their loss of ability to move or attack as quickly.

    Heavy armor wearers need to get over this idea that they should be able to do as much damage as sorcs while being able to take a ton of incoming damage and just shrug it off. A far better solution than nerfing Light Armor would be to increase how much damage is absorbed by heavy armor, since survival tends to directly impact your DPS/tanking.
    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • LtCrunch
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    BrassRazoo wrote: »
    Sorcerers and Templars are the only classes that should be allowed to wear light armour in the first place.

    No.

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  • jamie.goddenrwb17_ESO
    Tapio75 wrote: »
    Making heavy armor buff weapon damage is silly idea. Rather should heavy armor buff survivability.

    I am light armor user but only because it suits my character who is mage. There is one problem i have with light armor, it gives too much survivability. Light armor is armor for mages, mages are powerful with spells and do massive damage but they traditionally are weak to resist any kind of physical attack. This is why light armor should not give any armor to player. Only armor for caster should be temporary ward spell that blocks spells and minor amount of physical damage.

    You're not thinking outside of boring stereotypes. This is an Elder Scrolls game, you can pick and choose what you want, not just lock yourself (completely) into an old archetype.

    Leave light with the ability to buff enough to tank and allow heavy to dps. Having both allows for a greater depth in class builds and a greater variety in players.

    Besides, who can't see a heavily armored knight swinging a greatsword like a truck?
    Paralyse wrote: »
    Heavy armor wearers need to get over this idea that they should be able to do as much damage as sorcs while being able to take a ton of incoming damage and just shrug it off. A far better solution than nerfing Light Armor would be to increase how much damage is absorbed by heavy armor, since survival tends to directly impact your DPS/tanking.

    In PvP that is fine but in PvE you likely aren't standing in the damage zones to start with. Also you can buff your protection to the same level as heavy so why shouldn't it work the other way too?
    Edited by jamie.goddenrwb17_ESO on August 22, 2014 1:57AM
    I can has typing!
  • Tapio75
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    Paralyse wrote: »
    All this fuss and bother about light armor and yet people seem to forget that if we can't nuke it before it reaches us, we get demolished in one or two melee attacks. Furthermore, running nuke sorc (fire) builds will OOM you faster than melee will ever run out of stamina+magicka, even with full light armor and all regen morphs.

    Everyone wanted ESO to be a "non trinity" game, where any class could wear any armor and wield any weapon, and now all I see is people whining for the same trinity they said they hated so much. "All heavy armor wearers should be sword and board tanks or 2 handed melee DPS", etc.

    A large part of the issue is players who are stuck inside the "box" and cannot think outside of the trinity setup long enough to realize that maybe, just maybe, they should try alternative DPS and Tank builds and setups instead of expecting the devs to make the game conform to their notions of what, and how, a tank or DPS should be/look/act.

    Since the days of D&D the tradeoff has always been light armor - mobility and vulnerability vs. heavy armor - slow but well protected. Light armor wearers traditionally had to rely on spells and wards to keep themselves from getting 1 shotted, and heavy armor wearers had to trade off their ability to take more damage vs. their loss of ability to move or attack as quickly.

    Heavy armor wearers need to get over this idea that they should be able to do as much damage as sorcs while being able to take a ton of incoming damage and just shrug it off. A far better solution than nerfing Light Armor would be to increase how much damage is absorbed by heavy armor, since survival tends to directly impact your DPS/tanking.

    Buffing is better than nerfing but still my overall experience when using light armor is that grants too great a survivability. I can run all the way to level 15 with level 4 cloth gear (Green) and still survive multoiple sword slashes and arrows. I dont think i should survive that well :D

    If someone would be able to tank in light gear, it should not come from armor but rather from skillful use of crowd controls and warding spells.

    Edited by Tapio75 on August 22, 2014 2:04AM
    >>PC-EU Mostly PVE. Played since BETA<<
  • Paralyse
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    Tapio75 wrote: »
    Buffing is better than nerfing but still my overall experience when using light armor is that grants too great a survivability. I can run all the way to level 15 with level 4 cloth gear (Green) and still survive multoiple sword slashes and arrows. I dont think i should survive that well :D

    They can't balance the game around level 15 content AND balance the game around VR12 content. It's comparing apples to oranges.
    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • Tapio75
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    You're not thinking outside of boring stereotypes. This is an Elder Scrolls game, you can pick and choose what you want, not just lock yourself (completely) into an old archetype.

    Leave light with the ability to buff enough to tank and allow heavy to dps. Having both allows for a greater depth in class builds and a greater variety in players.

    Besides, who can't see a heavily armored knight swinging a greatsword like a truck?

    Mage is a mage, cloth is cloth. Expecting armor from cloth is silly :)
    >>PC-EU Mostly PVE. Played since BETA<<
  • FunkheaD
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    I feel most of the problem with the heavy/medium armour lines is that the damage mitigation from armour values is extremely underpowered.

    I find it hard to notice the mitigation difference from 1200 - 2200 armour.

    Also armour softcap should be defined by the type of armour you are wearing. i.e a fully suit of heavy armour has a higher soft cap than a suit of light armour.
  • jamie.goddenrwb17_ESO
    Tapio75 wrote: »

    You're not thinking outside of boring stereotypes. This is an Elder Scrolls game, you can pick and choose what you want, not just lock yourself (completely) into an old archetype.

    Leave light with the ability to buff enough to tank and allow heavy to dps. Having both allows for a greater depth in class builds and a greater variety in players.

    Besides, who can't see a heavily armored knight swinging a greatsword like a truck?

    Mage is a mage, cloth is cloth. Expecting armor from cloth is silly :)

    Expecting a large warrior in heavy armor not to be able to swing their weapon extremely hard is also silly :)

    Light armor only really provides good protection when used in conjunction with protective spells. That's why they should add a slottable ability to allow heavy to do damage.
    Edited by jamie.goddenrwb17_ESO on August 22, 2014 2:31AM
    I can has typing!
  • Zarman
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    I think Heavy should replace rapid mending with something similar to impenetrable
    Increase Juggernaught to 2% per piece
    And raise the Armor cap

    Theres a start to fix Heavy armor
  • Paralyse
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    Expecting a large warrior in heavy armor not to be able to swing their weapon extremely hard is also silly :)

    Light armor only really provides good protection when used in conjunction with protective spells. That's why they should add a slottable ability to allow heavy to do damage.

    I'm fine with heavy armor hitting hard, but the tradeoff should be greatly reduced attack speed vs. cloth.
    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • lathbury
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    eliisra wrote: »
    Obscure wrote: »
    You likely know first hand how quickly a group will take Sorc DPS over Nightblade. Not a large difference between the two in DPS, but that Sorcs sustain doesn't miss a beat with crit surge (makes specing for more DPS mean you're more survivable). Though that's a class inequality thing that I'm not even sure is really a problem.

    That's not up to date. Leaderboard trial runs today consist of 5-9 NBs for dps. Sorcs only needed for Negate Magic duty, DK for tanking and one single poor Templar to throw the stamina spear and a heal. It's ridiculous and "really a problem".

    Yet I keep seeing NB's stuck somewhere between beta and patch 1.1 still crying about being weak in PvE, even though they're top caster dps, currently preferred class in trials, after receiving multiple buffs and fixes.

    Playing a Templar and seeing that...feels a little bit like someone's taking a dump in my face, than complains about the lack of paper tissues and feels sorry for themselves. I mean I would switch to any build, weapon or armour available, anything, if that gave my Templar competitive dps.

    Topic: Heavy needs fixing badly. Agreed. But making light users oom is not the solution. Resolve should come with a passive damage reduction. Than add a buff to the Constitution restore passive.

    A lot of good points and mostly correct. I would have agreed on all points until Yesterday. when my Templar guild mate hit 1400 dps on bosses in aa.
    Edited by lathbury on August 22, 2014 3:02AM
  • MeowGinger
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    lathbury wrote: »
    A lot of good points and mostly correct. I would have agreed on all points until Yesterday. when my Templar guild mate hit 1400 dps on bosses in aa.

    Please please please ask him/her to share the build

    I don't care what kind of cookie-cutting I have to get involved in, I'm struggling to break 700 burst (<5 seconds) and 300 sustain (~2 minutes) with optimized gear after selling my soul to light armor Sheogorath
  • Jice
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    Honestly I think they had a fix in 1.3 then ducked out at the last minute. Light Armor is supposed to be about magika, Medium stamina, and heavy is supposed to be to me about Health. But they continue to fear giving Heavy ANY good Health regen. Early in 1.3 PTS I could get 110 Health regen without hitting soft cap..cool, I thought, that means the health regen bonuses from heavy will mean something. Then the patch hits and I cry, can barely get to 80, thus rendering health regen pointless again...

    Blocking is supposed to soak big hits, so really armor doesn't much mean anything anyway and I prefer it doesn't in place of skill and you know actually using the combat mechanics other than 'Push 1 for durrrmage.' A good tank should be defined as someone who knows when to block and interrupt, not someone who can just stand there and taunt every 15 seconds...but damn, can Heavy get some bonuses that actually have a NOTICEABLE difference please. 7% healing gained..woo..that extra 12 health will get me far. 5% damage on white damage, Zeni you spoil me.
  • timidobserver
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    lathbury wrote: »
    eliisra wrote: »
    Obscure wrote: »
    You likely know first hand how quickly a group will take Sorc DPS over Nightblade. Not a large difference between the two in DPS, but that Sorcs sustain doesn't miss a beat with crit surge (makes specing for more DPS mean you're more survivable). Though that's a class inequality thing that I'm not even sure is really a problem.

    That's not up to date. Leaderboard trial runs today consist of 5-9 NBs for dps. Sorcs only needed for Negate Magic duty, DK for tanking and one single poor Templar to throw the stamina spear and a heal. It's ridiculous and "really a problem".

    Yet I keep seeing NB's stuck somewhere between beta and patch 1.1 still crying about being weak in PvE, even though they're top caster dps, currently preferred class in trials, after receiving multiple buffs and fixes.

    Playing a Templar and seeing that...feels a little bit like someone's taking a dump in my face, than complains about the lack of paper tissues and feels sorry for themselves. I mean I would switch to any build, weapon or armour available, anything, if that gave my Templar competitive dps.

    Topic: Heavy needs fixing badly. Agreed. But making light users oom is not the solution. Resolve should come with a passive damage reduction. Than add a buff to the Constitution restore passive.

    A lot of good points and mostly correct. I would have agreed on all points until Yesterday. when my Templar guild mate hit 1400 dps on bosses in aa.

    1400 is pretty good for a Temp. The most I can do is around 850-900 if I am flawless on my rotation.

    Though, the game shouldn't really be balanced around outliers. There is always some awesome guy that can do awesome stuff. Overall, for most players, it is harder to get that level of DPS on a Templar.
    Edited by timidobserver on August 22, 2014 3:29AM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

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