I don't think you want to read a whole second thread about class balance with Stamina/Magicka difference included, especially since many aspects would end up being really similar. The big part of all stamina builds are the same, because the large supply of Stamina skills comes from trees that are available to everybody, therefore I decided to, instead of comparing the whole classes, simply analyze their support for the Stamina style.
In the end I'm extremely undecided about the structure of this article, so if you think another structure would have been more fitting, please tell me below.
Apart from that, if you rethink the structure of the first article, it can be taken as the Magicka "side". This thread will, based on the previous one, show how each category is supported by the Stamina skills of each class.
Obviously all weapon skills are available to each class, so I will actually only compare the skills provided by the class skill trees, since they are the actual difference.
To start it off I'll provide a list with all class skills, which have a Morph that benefits
- Ambush (Empower)
- Surprise Attack (Major Fracture)
- Killer's Blade
- Power Extraction (Major Brutality)
- Bound Armaments (Minor Resolve, 5% Max Stamina)
- Dark Deal
- (Critical Surge, Costs Magicka but only gives Weapon Power)
- Biting Jabs (Major Savagery)
- Binding Javelin
- Power of the Light (Minor Fracture)
- Unstable Flame
- Burning Breath (Major Fracture)
- Flames of Oblivion (Major Savagery)
While those skills only affect Debuffs, Burst and Ressource Management directly the use of magicka-heavy skills becomes much more expensive, resulting in a shift of the whole picture.
In order to make it easier to read I provided a small comment for each category, that describes how Stamina generally affects a given department.
4 | 2 | 4 | 5
While tanky builds have to divide their stats up between Magicka and Stamina they still have to go for either Spell or Weapon Power as their damage source. The differences are rather marginal, because Bound Armaments is the only Stamina based defensive class ability in the game, so it will mainly be about which class has Magicka skills that are cheap enough to use them with a Stamina build.
Nightblade, 4: While the NB still benefits from its extraordinary Ressource Management, skills like Dark Cloak and Blur are now much more expensive to use. Apart from that the, fact that dodge roll causes all projectile to miss, converts the Stamina Regeneration into damage mitigation through Evasion.
Sorcerer, 2: With Bound Armaments the SR gets a little boost to his Stamina pool and Armor, but since there is still no Stamina regeneration there is no real difference, apart from the fact that Hardened Ward is now much weaker.
Templar, 4: No change.
Dragonknight, 5: No change.
5 | 4 | 3 | 3
Unlike Magicka builds, the big mobility comes from Roll Dodge + Hasty Retreat, evening out the ground quite a bit. On top of that the NB and SR disengages have a much lower value since they either have to be used with great care or not at all.
Nightblade, 5: Since all disengage skills of the Nightblade are Magicka based, it will no longer be possible to use them as previously. Luckily, the built-in Stamina regeneration synergizes really nicely with Hasty Retreat giving the NB an edge over the other classes.
Sorcerer, 4: With the extremely high cost of Bolt Escape, it can no longer be used as frequently, but with good timing and care it can still be very beneficial.
Templar, 3: Magicka TP's rely on Mist Form to get out, but as Stamina build they can exploit the evasiveness of Roll Dodge, putting them on much more even ground than previously.
Dragonknight, 3: Similar to the Templar the Dragonknight gets a huge boost in mobility thanks to the global avilability of Hasty Retreat and Retreating Maneuver.
5 | 2 | 4 | 3
Since most of the morphs have their big effect in that category, it will probably determine the final outcome regarding overall balance.
Nightblade, 5: While already being pretty competitive with Magicka builds, NB's get a huge boost in the Stamina department thanks to their built-in Empower and sustain damage of Surprise Attack. On top of that Death Stroke increases the NB's damage by 30% for 6s.
Sorcerer, 2: Since the SR's core kit does not work on a Stamina setup, they have to go back on weapon trees. Even though a bonus 5% Max Stamina or a class-based Major Brutality that doesn't require a target, can be very useful the lack of any damage focused ability can be pretty punishing.
Templar, 4: With Biting Jabs, Binding Javeling and Power of the Light the Templar has some very Burst-heavy skill in his kit, especially since two of them can proc Burning Light.
Dragonknight, 3: The DK might still not have any burst through active skills (because of his DOT-based kit), it is however still very viable to exploit Molten Weapons on any Physical Weapon.
5 | 1 | 3 | 4
Quite some of the Stamina morphs have a built-in debuff, resulting in a couple of changes in the Debuf department. Apart from that, some of the Magicka debuffs are cheap enough to use them with a Stamina build, meaning it will not depend on Stamina skills alone.
Nightblade, 5: With Surprise Attack as source of Major Fracture the NB has a very useful debuff and strong damage combined in one skill. And the Major Defile and 30% additional damage taken of Death Stroke, which is available really often doesn't hurt either.
Sorcerer, 1: No debuff.
Templar, 3: Yes Power of the Light reduces the enemies Armor, but it is only the minor version of the debuff, so the TP is still in the same spot in that category.
Dragonknight, 4: While Burning Breath does not deal as much damage as the Nightblade's Surprise attack, it still applies Major Fracture keeping. Apart from that the Major Defile of the Standart of Might and the 100% Armor Penetration of Corrosive Armor can be incredibly useful as well, But since it's much harder to gain a lot of Armor than Spell Resistance, Corrosive Armor can quite easily be an overkill.
: 4 | 4 | 3 | 4
While there are is only very limited CC/Zoning provided the the Stamina class skills, some of the Magicka based skills are either cheap or powerful enough to make the viable on a Stamina build.
Nightblade, 4: With Surprise Attack + Cloak the NB has some partial physical CC that gets supplemented by the root of Ambush. Apart from that the power of Mass Hysteria makes it viable despite its high cost, even for Stamina builds.
Sorcerer, 2: There might not be any CC in the Stamina morphs, but thanks to its low cost Defensive Rune can be quite useful if you manage to channel it. Apart from that Streak, Encase, Negate or Storm Atronach provide a lot of CC/Zoneing if you manage to sustain the Magicka, which is not as difficult as it might seem thanks to the passive Magicka Regeneration.
Templar, 3: Yes, Biting Jabs and Binding Javeling do have build in CC but the short Duration of the Jabs' stun makes it rather a bane than a boon. However, Nova can offer a lot of zoning thanks to its big AOE and huge damage potential.
Dragonknight, 4: The DK might not have any CC on his Stamina morphs, Fossilize however allows him to set up enemies for any form of channeled attack (Uppercut/Molten Weapons). On top of that Dragonknight Standard, Dragon Leap and Cinder Storm allow for some decent Zoning or Crowd Control.
2 | 1 | 2 | 5
All Stamina based healing spells are available to everybody, so this category will be limited to healing benefiting spells.
Nightblade, 2: Soul Siphon provides quite a boost to healing, unfortunately the duration is rediculously short making it rather unreliable.
Sorcerer, 1: No Healing/Support.
Templar, 2: While the Templar has no skills that supplements Stamina healing skills, Repentance and Purifying Ritual can still be very useful Support skills.
Dragonknight, 5: The 30% bonus to healing done of Igneous Shield is a huge boost to the all Healing, Stamina-based included.
5 | 2 | 3 | 5
Since Ressource Management is about all three ressources, there won't be too much changes here, except for the fact that different skills will get new priorities due to the focus on Stamina.
Nightblade, 5: The very high Stamina Recovery was already very useful for Magicka builds, but on a Stamina kit it really opens up their possibility. There is not so much Magicka recovery available on a Stamina build.
Sorcerer, 2: The built-in Magicka regeneration enables the SR to use his expensive buffs, but the lack of Stamina regeneration makes it really difficult to sustain. Yes Power Stone is still really powerful, but it just doesn't make up for it.
Templar, 3: While the Ressource Management of the TP is very distributed, the low cost of Channeled Focus and its sustained Magicka regeneration, comes in really handy to sustain the buffs. Unfortunately the Stamina regeneration is rather at the low end, making the Templar extremely dependant on Repentance.
Dragonknight, 5: Unfortunately Helping Hands requires extensive use of Magicka based abilities, but since Stamina DK's tend to have more Max Stamina than others, they also get increased returns. On the other side most of the other tools are left intact, providing him with some pretty decent sustain.
With it's two boni to Staima Regeneration, the NB probably benefits the most from going Stamina. It does not only increase their offensive potential, since the can allow themselves to spam skills, but also enables the exessive use of Roll Dodge, making it rediculously hard to hit them if you don't have certain skills. Their big downpoint in contrast to DK's is, that they lack a lot of healing, meaning as soon as they get low a Nightblade has to go into the defense, making this playstyle rather punishing. Apart from that the NB gets a lot of useful buffs and debuffs through their Stamina morphs giving them huge burst potential.
Since the Magicka Sorcerer completely relies on Bolt Escap and Hardened Ward, the Stamina version has to pick up Hasty Retreat + Retreating Maneuver as a new escape, Bolt Escape can however still be used situationally. While the SR has the unique ability to have a class skill for Major Brutality that doesn't require a target, most still prefer Momentum because of the unreliability of the Critical Surge heal. Apart from that, two Stamina morphs are utility skills, which don't even fit the Stamina playstyle (as stamina user you don't have the time to channel a skill).
The added mobility helps the Templar a lot since he no longer has to be vampire to get an escape. On top of that Biting Jabs and Binding Javeling are generally the better morph of their respective skill, unfortunately Biting Jabs more or less provides enemies with free CC-immunity, which can't be fully compensated by Nova. While the cheap morph of Channeled Focus and its Magicka Regeneration comes in very handy, there is close to no sustained Stamina recovery available, making the TP very Dependant on Repentance. On the other side, getting a good repentance puts him back up to 100%, meaning the gained stamina is much more valuable for a Stamina build than it is for a Magicka build. Unfortunately the Templar looses a lot of his sustain because the Restoring Light skill tree is no longer working.
With the Mobility problem solved and a huge buff to Healing, the DK gets quite some benefits. Yes, most CC skills are Magicka based, most of them are either cheap or strong enough to still earn a stop on your bar. While the Stamina morphs don't really offer any Burst there are some nice debuffs available in the form of Major Defile or Major Fracture. Apart from that Igneous Shield gives a huge buff to the DK's healing, making it the only class that can really heal on a Stamina based Setup.
I'd probably put the Nightblade on top, simply because of their vast ressources and extremely strong native Stamina skills. The new Mobility environment really gives TP's and DK's a lot of new options, they might not have the ressources of a Nightblade, but their natural tankiness should help them out quite a bit. I'm going to give the Dragonknight a small edge over the Templar, since Igneous Shield vastly increases their sustain. And even though the TP tends to have more Burst and CC/Zoning, the DK's Debuffs and Ressource Management keep him just on top. Unlike the other classes the Sorcerer actually gets a deficit in the Mobility category, while this itself isn't build-breaking, the lack of offensive power, sustain and protection makes it incredibly hard to pull off.
Here you go.