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Stamina Melee builds back to square one?

Tavore1138
Tavore1138
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I'd hope ZOS might have acted on some of the PTS feedback on stamina costs but apparently they did not - as a DW NB it took a good few months from last year's launch before much noise on the forums and gradual balancing left us viable across content.

1.6 has simply wheeled the clock back and I am not sure why this has been done...

The problem is not in the abilities themselves but in the greatly increased drain on the stamina pool from the greatly increased costs of non-ability based actions, this is compounded because additional abilities now have to be paid from the stamina pool.

I have got about 20k stamina at VR14.

A roll dodge costs me around 2.5K, a break free costs me about 4k and a single block costs about 2k - I based these on quantity of stamina before and after performing an action and grant that these are close approximations not exact numbers.

However lets imagine a standard melee... I get attacked and block, if they use an ability I maybe have to break free, they pop bats so I have to roll dodge once possible twice to get out of the area. At this point I have burnt over half my pool and have little left top actually attack let alone block, dodge or break free again.

This is a very silly way to expect people to play - so is it back to destro/resto for everyone or is there a sensible way around this stupidity?

I have never supported the 4th resource bar option before but from brief play in PvP and PvE this is a brutal hit on stamina resource management if you actually wish to play a build that is based around using stamina abilities.

And for those of you who mock I will be running Mass Hsyteria, Ambush and Soul Tether and you can see how long your pools last getting out of them... muhahaha!
  • Rook_Master
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    Wrecking Blow hitting for like 10k for 1200 stamina, seems fine to me.
  • Samadhi
    Samadhi
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    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • technohic
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    Yeah; the costs for this stuff I think is to counter the dodge roll and block spamming, but the problem is with the increase here, its not like you just dodge roll just to dodge when roots are spammable with no recourse timer at a cheaper rate than the roll to break them. Same goes with stun break vs stuns but you at least have a bit of a recourse timer there.

    That said; elude is helluvalot cheaper than break free and will give you up to 3.5 seconds recourse. Immovable has been nerfed for CC immunity duration but it still is a fraction of the cost of an actual break free (unlike elude though; it doesn't work as a breaker as well), unless you are wearing a bunch of heavy armor to reduce it, then you still need immovable to get the passive break free reduction and it can be argued you are better off just soaking in the damage at that point anyway.

    Its gone from bad to worse with that. I think a "willpower" bar specifically for break free abilities would be a good start. Of course; they then might want to change how many spots you can get reduced feat cost for stamina builds at that point but would have to see how it balanced out.
    Edited by technohic on March 4, 2015 6:29PM
  • Dazin93
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    There are stamina builds that are more than viable. You just have to figure out the right combination of class/skills/items.

    In my opinion, one of the issues with PvP in ESO is that it really doesn't take much skill to play yet takes a good amount of skill and game knowledge to develop a strong viable build thanks to ESO's convoluted system and lacking UI. 1.6 changed most of the formulas so it's going to take a little time before the good builds publicly emerge.
  • Warraxx
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    Samina melee build checking in. I used less stam pots last night PVP'ing than before. Only had to adjust a few jewelry glyphs and choose wisely in the Champ System. My only complaint is my Crit Rush only hits for 8-10k; in 1.5 i could hit for 1400...
  • Darkonflare15
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    I'd hope ZOS might have acted on some of the PTS feedback on stamina costs but apparently they did not - as a DW NB it took a good few months from last year's launch before much noise on the forums and gradual balancing left us viable across content.

    1.6 has simply wheeled the clock back and I am not sure why this has been done...

    The problem is not in the abilities themselves but in the greatly increased drain on the stamina pool from the greatly increased costs of non-ability based actions, this is compounded because additional abilities now have to be paid from the stamina pool.

    I have got about 20k stamina at VR14.

    A roll dodge costs me around 2.5K, a break free costs me about 4k and a single block costs about 2k - I based these on quantity of stamina before and after performing an action and grant that these are close approximations not exact numbers.

    However lets imagine a standard melee... I get attacked and block, if they use an ability I maybe have to break free, they pop bats so I have to roll dodge once possible twice to get out of the area. At this point I have burnt over half my pool and have little left top actually attack let alone block, dodge or break free again.

    This is a very silly way to expect people to play - so is it back to destro/resto for everyone or is there a sensible way around this stupidity?

    I have never supported the 4th resource bar option before but from brief play in PvP and PvE this is a brutal hit on stamina resource management if you actually wish to play a build that is based around using stamina abilities.

    And for those of you who mock I will be running Mass Hsyteria, Ambush and Soul Tether and you can see how long your pools last getting out of them... muhahaha!

    Well since your a night blade I guess it is about time for to use siphoning strikes and morphs. Have been using it since the buffs free up a couple of slots and have no problem running out stamina plus the weapon damage debuff does not hurt to badly since I use potion weapon buffs and I have weapon damage glyph on top of that.
  • Tavore1138
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    I had heard two handed was very strong now but I prefer Dual Wield and in theory it should be equally viable, while skill should be needed to create a good build it should be possible to be competitive with any class/weapon choice and the right choices.

    I like the siphon strikes idea - I used to run it for PvE but found it gimped my damage in PvP but it might be a valid way around this problem.

    I also think I might have to sacrifice health for extra stamina and tweak jewellery - not to the extent of the wood elf build though!!

    The root problem though remains the high cost of basic non-ability drains on the pool - stamina focused builds are going to be forced to mitigate against this in a way that magicka builds will not - which, to me, is a sad step back towards the problems at launch.
  • Warraxx
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    edit.
    Edited by Warraxx on March 4, 2015 7:21PM
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