mike.gaziotisb16_ESO wrote: »I think you're underestimating what kind of sustain stamina DKs can get for instance, with Helping Hands passive.
5% stamina restoration after using an Earthen Heart ability. Combine this with a 30-40k stamina pool and it's worth far more than NBs 30% stamina regeneration.
Also worth mentioning, as a DK you get unique access to Minor Brutality (5% weapon damage bonus) after using an Earthen Heart ability, as well as access to only Physical damage ultimate in game (meaning it gets further +25% damage from Mighty passive) in form of Leap.
Overall, I think stamina DKs are very, very underrated at the moment.
Stamina Templar isn't bad either, as you're getting -4% stamina costs (would rate the value of this at around 15% stam regen), Repentance, +6% Weapon Damage, +10% crit dmg etc.
People need to experiment more with other classes, rather than following the masses and going with what is popular (but not necessarily stronger).
Again, you talk about things you don't know.
30k-40k stamina pool means you're going for foods and not drinks (most DKs are in the mid-20s for stam pool, and use drinks). The loss of the drinks regen leaves you in a far worse place in terms of stamina sustain than Helping Hands could ever hope to recover.
Not to mention that your Earthen Heart abilities (which trigger the passive and are ALL magicka) are very very expensive for a stamina build with no mag cost reduction, especially one that runs food instead of drinks. Thus only 600 mag regen.
I have a AR 23 stamina DK and I'm saying this (you know it, you've seen me). Do you?
Considering how my encounters vs your DK ended, I think you should really consider using food instead of drink, or atleast try it out (especially after the next patch).
As for magicka abilities being expensive... same is true for stamina nightblades. Fear/Cloak are both 1/5th of your magicka with food buff up (1/3rd without it). Yet you still need to use them (well, cloak atleast), especially after next patch & roll dodge nerf.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »I think you're underestimating what kind of sustain stamina DKs can get for instance, with Helping Hands passive.
5% stamina restoration after using an Earthen Heart ability. Combine this with a 30-40k stamina pool and it's worth far more than NBs 30% stamina regeneration.
Also worth mentioning, as a DK you get unique access to Minor Brutality (5% weapon damage bonus) after using an Earthen Heart ability, as well as access to only Physical damage ultimate in game (meaning it gets further +25% damage from Mighty passive) in form of Leap.
Overall, I think stamina DKs are very, very underrated at the moment.
Stamina Templar isn't bad either, as you're getting -4% stamina costs (would rate the value of this at around 15% stam regen), Repentance, +6% Weapon Damage, +10% crit dmg etc.
People need to experiment more with other classes, rather than following the masses and going with what is popular (but not necessarily stronger).
Again, you talk about things you don't know.
30k-40k stamina pool means you're going for foods and not drinks (most DKs are in the mid-20s for stam pool, and use drinks). The loss of the drinks regen leaves you in a far worse place in terms of stamina sustain than Helping Hands could ever hope to recover.
Not to mention that your Earthen Heart abilities (which trigger the passive and are ALL magicka) are very very expensive for a stamina build with no mag cost reduction, especially one that runs food instead of drinks. Thus only 600 mag regen.
I have a AR 23 stamina DK and I'm saying this (you know it, you've seen me). Do you?
Considering how my encounters vs your DK ended, I think you should really consider using food instead of drink, or atleast try it out (especially after the next patch).
As for magicka abilities being expensive... same is true for stamina nightblades. Fear/Cloak are both 1/5th of your magicka with food buff up (1/3rd without it). Yet you still need to use them (well, cloak atleast), especially after next patch & roll dodge nerf.
Completely missing the point, yet again. You said that DKs have sustain thanks to Helping Hands passive which equates to 30% regen of NBs. I might not be calling for nerfs to the NB passive, but I'm calling bullship on your statement, big time. Try playing one and then come tell me.
I don't remember fighting you many times where you didn't come with a triple combo out of stealth. I try to build to fight all types of players, not just one-shot-wonders.
Either bring the math that shows the imbalance this addresses or stop. There are obvious imbalances and this isn't one.



Either bring the math that shows the imbalance this addresses or stop. There are obvious imbalances and this isn't one.
Here you go
Neither character had any cp in stam regen. No dawnbreaker (mostly because I didn't feel like re morphing on my nb). Also no warrior stone as in my previous testing shadow gave a marginal increase in burst damage while you have around 50% crit. Both character where drinking mint mudcrab mojito (Blue Stam Magic regen drink)
Templar: 1,454 regen, 3,561 weapon power. 5 hundings, 5 ravager, 2 bloodspawn
Night Blade: 1,756 regen, 3406 weapon power. Same gear as above
So this yields a difference of 302 regen and 155 weapon power. With regen favoring the NB and weapon power favoring the templar.
Now the real issue. Lets try to achieve this type of regen on the templar while trying to maintain half decent weapon power. If you have better sets for me to do this with, let me know.
Templar: 1,718 regen, 2,637 weapon power. 5 hundings, 2 morag tong, 2 shadow walker, 2 air with 1 bloodspawn (Essentially the same as 3 air).
Now the difference is 38 regen and 769 weapon power. With both favoring the NB.
Either bring the math that shows the imbalance this addresses or stop. There are obvious imbalances and this isn't one.
Here you go
Neither character had any cp in stam regen. No dawnbreaker (mostly because I didn't feel like re morphing on my nb). Also no warrior stone as in my previous testing shadow gave a marginal increase in burst damage while you have around 50% crit. Both character where drinking mint mudcrab mojito (Blue Stam Magic regen drink)
Templar: 1,454 regen, 3,561 weapon power. 5 hundings, 5 ravager, 2 bloodspawn
Night Blade: 1,756 regen, 3406 weapon power. Same gear as above
So this yields a difference of 302 regen and 155 weapon power. With regen favoring the NB and weapon power favoring the templar.
Now the real issue. Lets try to achieve this type of regen on the templar while trying to maintain half decent weapon power. If you have better sets for me to do this with, let me know.
Templar: 1,718 regen, 2,637 weapon power. 5 hundings, 2 morag tong, 2 shadow walker, 2 air with 1 bloodspawn (Essentially the same as 3 air).
Now the difference is 38 regen and 769 weapon power. With both favoring the NB.
Thanks for sharing that. However, I'm not seeing that 302 regen and 155 weapon power as a significant issue. If anything this helps confirm that this is just not an area worthy of changing when so many other big changes are queued up for 1.7. Other than the 302/155 is there another aspect that I'm missing (tried to read it all but may have missed something)?
To be fair, I'm highly partial as NB is my main. Yet trying to be open-minded still.
Either bring the math that shows the imbalance this addresses or stop. There are obvious imbalances and this isn't one.
Here you go
Neither character had any cp in stam regen. No dawnbreaker (mostly because I didn't feel like re morphing on my nb). Also no warrior stone as in my previous testing shadow gave a marginal increase in burst damage while you have around 50% crit. Both character where drinking mint mudcrab mojito (Blue Stam Magic regen drink)
Templar: 1,454 regen, 3,561 weapon power. 5 hundings, 5 ravager, 2 bloodspawn
Night Blade: 1,756 regen, 3406 weapon power. Same gear as above
So this yields a difference of 302 regen and 155 weapon power. With regen favoring the NB and weapon power favoring the templar.
Now the real issue. Lets try to achieve this type of regen on the templar while trying to maintain half decent weapon power. If you have better sets for me to do this with, let me know.
Templar: 1,718 regen, 2,637 weapon power. 5 hundings, 2 morag tong, 2 shadow walker, 2 air with 1 bloodspawn (Essentially the same as 3 air).
Now the difference is 38 regen and 769 weapon power. With both favoring the NB.
Thanks for sharing that. However, I'm not seeing that 302 regen and 155 weapon power as a significant issue. If anything this helps confirm that this is just not an area worthy of changing when so many other big changes are queued up for 1.7. Other than the 302/155 is there another aspect that I'm missing (tried to read it all but may have missed something)?
To be fair, I'm highly partial as NB is my main. Yet trying to be open-minded still.
Well a standard gold vr14 set can yield 124 stamina recovery or 171 weapon power. The bonus from the weapon power was not equal to even one set bonus, but the regen was worth apx 2.4 sets.
Furthermore the main issue was that in order to obtain similar regen I had to sacrifice 924 weapon power.
Either bring the math that shows the imbalance this addresses or stop. There are obvious imbalances and this isn't one.
Here you go
Neither character had any cp in stam regen. No dawnbreaker (mostly because I didn't feel like re morphing on my nb). Also no warrior stone as in my previous testing shadow gave a marginal increase in burst damage while you have around 50% crit. Both character where drinking mint mudcrab mojito (Blue Stam Magic regen drink)
Templar: 1,454 regen, 3,561 weapon power. 5 hundings, 5 ravager, 2 bloodspawn
Night Blade: 1,756 regen, 3406 weapon power. Same gear as above
So this yields a difference of 302 regen and 155 weapon power. With regen favoring the NB and weapon power favoring the templar.
Now the real issue. Lets try to achieve this type of regen on the templar while trying to maintain half decent weapon power. If you have better sets for me to do this with, let me know.
Templar: 1,718 regen, 2,637 weapon power. 5 hundings, 2 morag tong, 2 shadow walker, 2 air with 1 bloodspawn (Essentially the same as 3 air).
Now the difference is 38 regen and 769 weapon power. With both favoring the NB.
Thanks for sharing that. However, I'm not seeing that 302 regen and 155 weapon power as a significant issue. If anything this helps confirm that this is just not an area worthy of changing when so many other big changes are queued up for 1.7. Other than the 302/155 is there another aspect that I'm missing (tried to read it all but may have missed something)?
To be fair, I'm highly partial as NB is my main. Yet trying to be open-minded still.
Well a standard gold vr14 set can yield 124 stamina recovery or 171 weapon power. The bonus from the weapon power was not equal to even one set bonus, but the regen was worth apx 2.4 sets.
Furthermore the main issue was that in order to obtain similar regen I had to sacrifice 924 weapon power.
Now, let's throw in Repentance and the 4% stamina cost reduction Templars get (worth around 15% regen), and see how NB & Templar compare again.
bad regblades are *** up enough as it is when 1.7 hits live. no need for further nerfs
gank builds are those who are killing the game rightnow and those dont even care about that passive because they dont use regfood.
bad regblades are *** up enough as it is when 1.7 hits live. no need for further nerfs
gank builds are those who are killing the game rightnow and those dont even care about that passive because they dont use regfood.
Funny thing is ganking is almost the only thing not affected by this patch. Yay zos.
derra is right and let me tell you why:
when im being instagibbt by some ganker, it is like a 150% damage overkill.
i have 21k life and 2 attacks are hitting me at almost the same time for a combined damage of ~35k damage (up to 50-60k with multihit combos)
so yes, a damage nerf will change *** nothing for them.
i have 21k life and 2 attacks are hitting me at almost the same time for a combined damage of ~35k damage (up to 50-60k with multihit combos)
Since the nerf bat is in full swing I feel this passive need to be looked at. If memory serves this passive originally only worked in stealth, and then was changed to be always active. ...