@Gilliamtherogue
Stamina literally has 2x better sustain than magicka atm. My Stam DK is happy. My Magplar not so much.
you do realize the increase in cost of spells kinda killed magicka.
My Magplar build is really resource friendly, yet the magicka just disappears this patch in like 40s whereas I could sustain for over 6min in the last patch.
Gilliamtherogue wrote: »Your argument about Magicka sustain is extremely shoddy. Stamina is at a clear disadvantage in terms of resource management, as they have very few ways to return Stamina back compared to Caster specs. I will not include resource management sources that affect both Stamina and Magicka, such as Undaunted Command. Casters have the benefit of;
Elemental Drain- Rewards resources while you actively DPS, you are not required to interact with the ability other than to continue to damage the target afflicted with it. 1s ICD. Anyone with a Destro staff may apply, any target hitting with Ele damage can benefit.
Siphon Spirit- The same as Elemental Drain but does not require Elemental damage to proc, any damage triggers it. 1s ICD. Anyone with Resto staff may apply, any target hitting with damage can benefit.
Mystic Orbs- An extremely powerful Synergy that deals a large burst of AoE damage, instant Magicka on hit, and Magicka return over time based on the amount of enemies hit. Activating the synergy is a DPS gain rather than a loss due to its high damage. 20s ICD, but any ally activating this will give resources to all nearby friendly targets, effectively removing the ICD of Magicka return. No requirements needed.
Arcane Well- Killing an enemy has a change to give a moderate amount of Magicka back on kill, although smaller in range. Good on trash but sees little use on boss fights. No ICD. 120 points into Apprentice required.
Destruction Expert- Gives a sizable return of Magicka when killing an enemy with a Destruction staff ability or light/heavy attack. Noticeable on trash when using Wall of Elements/etc. Requires enemies to kill so also sees little use on boss fights. No ICD. Requires use of Destro staff.
Harness Magicka- a damage shield that rewards standing in damage by giving resources, arguably one of the most fundamentally toxic game play statements a combat team could give players. Granted it only returns Magicka based on taking spell damage, but now absorbs any damage. Each hit returns Magicka, rather than based on amount of damage taken.
No requirements needed, but gets stronger with more Light armor equipped.
Also as a Magblade you have access to Siphoning Attacks, which will have a 40% chance to proc each second granted you are doing what a PvE Magblade should be doing; Weaving with Force Pulse. 1s ICD. Only applicable to Magblade.
Now onto Stamina which has;
Blazing Spears/Luminous Shards- Returns 25% of max Stamina on activation and ~2k over 10 seconds. Lumi provides ~2500 Stamina AND Magicka over 10 seconds, on top of the 25% max Stamina. 20s ICD. Can only be casted from a Templar.
Repentance- Returns a flood of Health and Stamina based on nearby corpses. Requires dead enemies or allies, drastically lowering availability in boss fights. Also has a target cap of 6 players that can receive the heal/Stamina. Can only be casted from a Templar and requires dead bodies.
Also Stamblades do not benefit from Siphoning Attacks anymore, since the only thing in our kit that can now proc it are Light Attacks and the initial hit of Poison Injection, since Surprise Attack is outclassed by Rapid Strikes even without Maelstrom weapons.
We can clearly see the disparity between resource management in a PvE situation of Stamina vs Magicka specs, heavily favoring Magicka. Magicka also has much more accessible healing, and the addition of Damage shields, which Stamina has none of. This leads to something called 'Risk Reward'. Stamina builds are more taxing on resources, lacks more accessible healing, and has next to no defensive capabilities (no damage shields, in ability to dodge roll most trial mechanics, etc), but do an incredible amount of damage if played properly. Not to mention our resource pool to DPS must also be used to block and dodge roll, while Magicka does not suffer from this.
Many caster builds have ranged routes that only see small dips in overall DPS performance, while Stamina's ranged route is a massive DPS loss, giving Magicka much more safety in that regard as well.
Gilliamtherogue wrote: »Magicka High Elf Nightblade;
AoE cost-2335(sap)
Spammable Cost-1946(pulse, after 3 casts it becomes 3 seconds and 5838 cost)
Main DOT Cost-2335(blockade), 2335(cripple),2530(path) 7200 total
916 Magicka Regen unbuffed
Stamina Khajiit Nightblade;
AoE cost-2084 (nado)
Spammable Cost-1488 (flurry, .6s channel, cheaper since it is not instant damage, casted 5 times it becomes 3 seconds @ 7440)
Main DOT Cost- 2084(trap), 745(rend), 1339(inject), 1936(barrage), and 5837(caltrops) 11941 total.
897 Stamina Regen unbuffed
Each race has a bonus 10% regeneration, as well as identical class passives in terms of regeneration/cost reduction. Running 5/1/1 on each setup, with both 92 into Cost Reduction and 75 into Regeneration CP wise for the respective stats. Each running pure damage jewelry enchants and have no Regeneration/Cost reduction gear set bonuses.
If we divide each DoT into cost per cast / duration we get the following;
Magicka's DoTs; 291.875(blockade), 291.875(cripple), 220(path) 803.75 total
Stamina's DoTs; 173.667(trap), 82.778(rend), 133.9(inject), 242(barrage), 194.567(caltrops) 826.912 total.
After applying this all we can see the following;
Magicka's AoE costs is 251 more expensive per cast than Stamina
Stamina's spammable cost when put into a like denominator (3s, you can cast FP every 1s without animation canceling, and Rapid Strikes every .6s, put into common denom it becomes 3s intervals, which 3 FP casts and 5 Rapid casts) is 534 more expensive than Magicka
Stamina's DoT is 23.162 more expensive than Caster's, although they run 2 additional DoT effects than casters.
Gilliamtherogue wrote: »Magicka High Elf Nightblade;
AoE cost-2335(sap)
Spammable Cost-1946(pulse, after 3 casts it becomes 3 seconds and 5838 cost)
Main DOT Cost-2335(blockade), 2335(cripple),2530(path) 7200 total
916 Magicka Regen unbuffed
Stamina Khajiit Nightblade;
AoE cost-2084 (nado)
Spammable Cost-1488 (flurry, .6s channel, cheaper since it is not instant damage, casted 5 times it becomes 3 seconds @ 7440)
Main DOT Cost- 2084(trap), 745(rend), 1339(inject), 1936(barrage), and 5837(caltrops) 11941 total.
897 Stamina Regen unbuffed
Each race has a bonus 10% regeneration, as well as identical class passives in terms of regeneration/cost reduction. Running 5/1/1 on each setup, with both 92 into Cost Reduction and 75 into Regeneration CP wise for the respective stats. Each running pure damage jewelry enchants and have no Regeneration/Cost reduction gear set bonuses.
If we divide each DoT into cost per cast / duration we get the following;
Magicka's DoTs; 291.875(blockade), 291.875(cripple), 220(path) 803.75 total
Stamina's DoTs; 173.667(trap), 82.778(rend), 133.9(inject), 242(barrage), 194.567(caltrops) 826.912 total.
After applying this all we can see the following;
Magicka's AoE costs is 251 more expensive per cast than Stamina
Stamina's spammable cost when put into a like denominator (3s, you can cast FP every 1s without animation canceling, and Rapid Strikes every .6s, put into common denom it becomes 3s intervals, which 3 FP casts and 5 Rapid casts) is 534 more expensive than Magicka
Stamina's DoT is 23.162 more expensive than Caster's, although they run 2 additional DoT effects than casters.
Flurry is a channel, but it still triggers the 1000ms GCD so you can only do 3 casts in 3 seconds.
I dont get why you use 5/1/1 on Stam when 7Medium does more dps + gives more sustain. Also im sure 100Cp into cost reduction and 67 into recovery is better than your 92/75 split. My Flurry cost 11xx, idk the exact value.
I dont understand that "although" in the last line. More dots -> higher costs?
Gilliamtherogue wrote: »Magicka High Elf Nightblade;
AoE cost-2335(sap)
Spammable Cost-1946(pulse, after 3 casts it becomes 3 seconds and 5838 cost)
Main DOT Cost-2335(blockade), 2335(cripple),2530(path) 7200 total
916 Magicka Regen unbuffed
Stamina Khajiit Nightblade;
AoE cost-2084 (nado)
Spammable Cost-1488 (flurry, .6s channel, cheaper since it is not instant damage, casted 5 times it becomes 3 seconds @ 7440)
Main DOT Cost- 2084(trap), 745(rend), 1339(inject), 1936(barrage), and 5837(caltrops) 11941 total.
897 Stamina Regen unbuffed
Each race has a bonus 10% regeneration, as well as identical class passives in terms of regeneration/cost reduction. Running 5/1/1 on each setup, with both 92 into Cost Reduction and 75 into Regeneration CP wise for the respective stats. Each running pure damage jewelry enchants and have no Regeneration/Cost reduction gear set bonuses.
If we divide each DoT into cost per cast / duration we get the following;
Magicka's DoTs; 291.875(blockade), 291.875(cripple), 220(path) 803.75 total
Stamina's DoTs; 173.667(trap), 82.778(rend), 133.9(inject), 242(barrage), 194.567(caltrops) 826.912 total.
After applying this all we can see the following;
Magicka's AoE costs is 251 more expensive per cast than Stamina
Stamina's spammable cost when put into a like denominator (3s, you can cast FP every 1s without animation canceling, and Rapid Strikes every .6s, put into common denom it becomes 3s intervals, which 3 FP casts and 5 Rapid casts) is 534 more expensive than Magicka
Stamina's DoT is 23.162 more expensive than Caster's, although they run 2 additional DoT effects than casters.
Flurry is a channel, but it still triggers the 1000ms GCD so you can only do 3 casts in 3 seconds.
I dont get why you use 5/1/1 on Stam when 7Medium does more dps + gives more sustain. Also im sure 100Cp into cost reduction and 67 into recovery is better than your 92/75 split. My Flurry cost 11xx, idk the exact value.
I dont understand that "although" in the last line. More dots -> higher costs?
Flurry is one of the few abilities in the game that ignores the 1000ms GCD.
Gilliamtherogue wrote: »Magicka High Elf Nightblade;
AoE cost-2335(sap)
Spammable Cost-1946(pulse, after 3 casts it becomes 3 seconds and 5838 cost)
Main DOT Cost-2335(blockade), 2335(cripple),2530(path) 7200 total
916 Magicka Regen unbuffed
Stamina Khajiit Nightblade;
AoE cost-2084 (nado)
Spammable Cost-1488 (flurry, .6s channel, cheaper since it is not instant damage, casted 5 times it becomes 3 seconds @ 7440)
Main DOT Cost- 2084(trap), 745(rend), 1339(inject), 1936(barrage), and 5837(caltrops) 11941 total.
897 Stamina Regen unbuffed
Each race has a bonus 10% regeneration, as well as identical class passives in terms of regeneration/cost reduction. Running 5/1/1 on each setup, with both 92 into Cost Reduction and 75 into Regeneration CP wise for the respective stats. Each running pure damage jewelry enchants and have no Regeneration/Cost reduction gear set bonuses.
If we divide each DoT into cost per cast / duration we get the following;
Magicka's DoTs; 291.875(blockade), 291.875(cripple), 220(path) 803.75 total
Stamina's DoTs; 173.667(trap), 82.778(rend), 133.9(inject), 242(barrage), 194.567(caltrops) 826.912 total.
After applying this all we can see the following;
Magicka's AoE costs is 251 more expensive per cast than Stamina
Stamina's spammable cost when put into a like denominator (3s, you can cast FP every 1s without animation canceling, and Rapid Strikes every .6s, put into common denom it becomes 3s intervals, which 3 FP casts and 5 Rapid casts) is 534 more expensive than Magicka
Stamina's DoT is 23.162 more expensive than Caster's, although they run 2 additional DoT effects than casters.
Flurry is a channel, but it still triggers the 1000ms GCD so you can only do 3 casts in 3 seconds.
I dont get why you use 5/1/1 on Stam when 7Medium does more dps + gives more sustain. Also im sure 100Cp into cost reduction and 67 into recovery is better than your 92/75 split. My Flurry cost 11xx, idk the exact value.
I dont understand that "although" in the last line. More dots -> higher costs?
Love Wizard wrote: »How you can say stamina is worse than magicka when it comes to resource management shows how clueless you are when it comes to this game, a pity.
f047ys3v3n wrote: »You're looking to far into this. Mag got nerfed because of PVP and Vicious death. The nerf to magica and buff to stam has nothing to do with what is going on in elite PVE raiding guilds. It is a reaction to very poor players complaining in very large numbers about dying like lemmings to VD blasts in PVP.
So...Gilliam has written multiple comments containing facts and logic as to why he believes that Magicka has better resource management overall than Stamina, and all you and others have responded with is essentially, "I'm right because reasons." I'm legitimately curious about regen issues between builds. Do you have any actual points to this belief or is it all derogatory attitude and sarcasm?Love Wizard wrote: »Hello.
I thought I'd make a discussion thread about magicka DPS classes, as in the last patch we've took a massive hit, or in other words stamina outscales us ALOT. Now, there's quite a few issues about Magicka that makes it less viable, one of them being the resource management. Playing without molag kena makes you not really competitive as it's a BIG dps loss using anything else. Something has been *** up when it comes to Magicka for a LONG time, there is times in PvP (I don't have any phootage) where I will block for a moment and I will LOSE magicka whilst im not casting any skills or doing anything that can possibly cost me Magicka, keep in mind this was happening before the poison patch too. Not only this, but synergies are still EXTREMELY poor yet we've provided ZoS with feedback over the course of six months yet we see NO improvement. This obviously causes us to not always be able to use magicka orbs, which is one of our most vital parts to keeping magicka up whilst AoE'ing, and even whilst you're fighting bosses with alot of AoE!
I've heard rumours about the alchemy thing that got hotfixed, I don't think it's related to that, and then you have this Deltia's guy saying piercing armor overwrites elemental drain yet it doesn't. I don't know what is causing it ZoS, but you should have testers to be able to identify the issue and RESOLVE it. Not only is our resources buttfucked, but it feels like magicka overall even with flawless resources, is not able to outdps stamina dps on any bosses. The fighters guild passive change were obviously key and somewhat playing a role, however the stamina buffs also were extremely powerful. To make an example, our good stamina dps players in Hodor, is capable of doing 40k on Serpent and Mantikora, with slight ease (No discredit, you still rock @YoloWizard and @DrugControl) However, even on a FLAWLESS mantikora kill I can't even get above 35k on my Nightblade, and most of the time you won't have flawless runs, so I'll be at roughly 31-33k.
I don't know how to really explain it, you could just argue it's an L2P issue but I consider myself a pretty decent nightblade at the end of the day, and I have plenty of experience but yeah. I just wish we could have all classes be COMPETITIVE with eachother, because as of right now it feels like one thing is op this month, the other thing is op this month, and ofcourse you will have flavors of the month, but it's such a big difference in terms of DPS, and I feel the majority of the game gets balanced around PvP, and vice versa on it's occations.
I'd love to see some other magicka dps players inputs on this very topic, as I feel something is not as it should be.
Give us some love Zenimax!
- @IWM

Gilliamtherogue wrote: »Stamina Khajiit Nightblade;
AoE cost-2084 (nado)
Spammable Cost-1488 (flurry, .6s channel, cheaper since it is not instant damage, casted 5 times it becomes 3 seconds @ 7440)
Main DOT Cost- 2084(trap), 745(rend), 1339(inject), 1936(barrage), and 5837(caltrops) 11941 total.
897 Stamina Regen unbuffed
YoloWizard wrote: »@Gilliamtherogue
I'm not saying your calculations are wrong, I know nothing about theorycrafting. But I play Mag Sorc/DK alot and recently Stam NB/DK and these numbers sadly doesn't seems to work in fight situations. But lets say your calculations are correct (which probably be the case) but then there is something definitely broken in the game right now when it comes to magicka (either costs of skills or sustain support skills). I had Serpent fights that goes for like 12 mins on my magicka DK pre DB DLC and sustain was best with ele drain and mystic orbs only. Stamina was suffering so much then. Now its the exact opposite, at least for us.Gilliamtherogue wrote: »Stamina Khajiit Nightblade;
AoE cost-2084 (nado)
Spammable Cost-1488 (flurry, .6s channel, cheaper since it is not instant damage, casted 5 times it becomes 3 seconds @ 7440)
Main DOT Cost- 2084(trap), 745(rend), 1339(inject), 1936(barrage), and 5837(caltrops) 11941 total.
897 Stamina Regen unbuffed
Tornado: 1874
Rapid: 1339
Trap: 1874
Rendering: 670
Hail: 1384
Injection: 1205
With 100 points into Warlord
Absolutely no single ability costs for more than 2000 stamina apart from Caltrops
I know magicka has ele drain, blue balls etc.... But for some reason, with DB DLC, for the love of god almighty I simply CANNOT keep my magDKs magicka bar up.... I NEVER had this problem before patch. The cost increase hit magDKS hard cos we already have extremely expensive skills.... Im considering swapping one or 2 of my ring enchants to cost reduction instead of spell damage....