Actually_Goku wrote: »Heavy Armor ability base duration: 15 seconds, with duration increasing based on how many pieces of heavy you're wearing, or a break free cost reduction based on the same thing.
Medium Armor ability base duration: 23 SECONDS with either the option to remove and grant immunity to snares, or have the duration increased, both on top of the "20%" dodge chance.
Light Armor: here you go guys have a 6 second shield that absorbs magic oh but wait no1 uses magic because why would they lulz. Just cast another shield! Oh but wait the last one ran out already lulz. Just use Streak to escape seeing as your shields don't work, oh but wait we stealth nerfed sustain lulz no more streak and shields for you mister sorcy lulz.
Actually_Goku wrote: »Heavy Armor ability base duration: 15 seconds, with duration increasing based on how many pieces of heavy you're wearing, or a break free cost reduction based on the same thing.
Medium Armor ability base duration: 23 SECONDS with either the option to remove and grant immunity to snares, or have the duration increased, both on top of the "20%" dodge chance.
Light Armor: here you go guys have a 6 second shield that absorbs magic oh but wait no1 uses magic because why would they lulz. Just cast another shield! Oh but wait the last one ran out already lulz. Just use Streak to escape seeing as your shields don't work, oh but wait we stealth nerfed sustain lulz no more streak and shields for you mister sorcy lulz.
Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.
Actually_Goku wrote: »Actually_Goku wrote: »Heavy Armor ability base duration: 15 seconds, with duration increasing based on how many pieces of heavy you're wearing, or a break free cost reduction based on the same thing.
Medium Armor ability base duration: 23 SECONDS with either the option to remove and grant immunity to snares, or have the duration increased, both on top of the "20%" dodge chance.
Light Armor: here you go guys have a 6 second shield that absorbs magic oh but wait no1 uses magic because why would they lulz. Just cast another shield! Oh but wait the last one ran out already lulz. Just use Streak to escape seeing as your shields don't work, oh but wait we stealth nerfed sustain lulz no more streak and shields for you mister sorcy lulz.
Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.
In the meantime, I'm fighting a wrecking blow spammer who has immunity to stuns and dodge chance, while I'm too busy recasting my shields to even attack him in the first place. Feels good man.
Oreyn_Bearclaw wrote: »And yet, from a defense perspective, a 100% shield is still much better than a dodge chance. The dodge chance should be longer if you want balance.
Oreyn_Bearclaw wrote: »And yet, from a defense perspective, a 100% shield is still much better than a dodge chance. The dodge chance should be longer if you want balance.

Actually_Goku wrote: »Light Armor: here you go guys have a 6 second shield that absorbs magic
Actually_Goku wrote: »Actually_Goku wrote: »Heavy Armor ability base duration: 15 seconds, with duration increasing based on how many pieces of heavy you're wearing, or a break free cost reduction based on the same thing.
Medium Armor ability base duration: 23 SECONDS with either the option to remove and grant immunity to snares, or have the duration increased, both on top of the "20%" dodge chance.
Light Armor: here you go guys have a 6 second shield that absorbs magic oh but wait no1 uses magic because why would they lulz. Just cast another shield! Oh but wait the last one ran out already lulz. Just use Streak to escape seeing as your shields don't work, oh but wait we stealth nerfed sustain lulz no more streak and shields for you mister sorcy lulz.
Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.
In the meantime, I'm fighting a wrecking blow spammer who has immunity to stuns and dodge chance, while I'm too busy recasting my shields to even attack him in the first place. Feels good man.
While I agree that magicka and stamina isn't balanced for all classes and game aspects, it's about the worst skill that you can take to compare magicka and stamina (if you want to show an advantage for stam):Actually_Goku wrote: »Heavy Armor ability base duration: 15 seconds, with duration increasing based on how many pieces of heavy you're wearing, or a break free cost reduction based on the same thing.
Medium Armor ability base duration: 23 SECONDS with either the option to remove and grant immunity to snares, or have the duration increased, both on top of the "20%" dodge chance.
Light Armor: here you go guys have a 6 second shield that absorbs magic oh but wait no1 uses magic because why would they lulz. Just cast another shield! Oh but wait the last one ran out already lulz. Just use Streak to escape seeing as your shields don't work, oh but wait we stealth nerfed sustain lulz no more streak and shields for you mister sorcy lulz.
Passives:
Evocation (light Armor) - reduce the cost of spells by 1/2/3% based on how many pieces of light armor you wear.
Wind Walker: as above with stamina, but ALSO increases stam recovery by 2/4% per piece of med armor
Hitting 10K DPS is not difficult. :Þ So you mean to say recasting defense and not put pressure on target? That is how you get yourself in a loophole and lose DPS. No good player needs this sort of utility for obvious reasons, so what does it really leave players with?Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.
Sustaining is possible on a magic sorc clearly, but why do it when it is much easier on other classes (besides magic DK)? Just because you had a 1v1 on a single player does not define the quality of the class/skill as "okay", that is bias. You must realize there are many variables such as; you and your enemy's character setup, you and your enemy's actual skills, environmental factors, and quality of both/all players' connections at the time.PurifedBladez wrote: »
Yeah and he's probably gonna wear out on your [shields] if you play him right.
I had a 1v1 with a magsorc last night and it was very competitive harder then most stam classes.
Dodge rolling gives a 100% chance to evade 100% damage for its duration, a shield can be broken far before it expires. For a magic based character stamina is a resource that is far too precious to be used for stamina based CC immunity abilities and to be frequently negating damage. Getting stunned for a split second with a shield (while I'm not sure why anyone would ever want to get hit, it's not like we are talking about a turn based game) would be enough time to make the magic based player lose their shield entirely and not deal any damage back.Oreyn_Bearclaw wrote: »And yet, from a defense perspective, a 100% shield is still much better than a dodge chance. The dodge chance should be longer if you want balance.
Hitting 10K DPS is not difficult. :Þ So you mean to say recasting defense and not put pressure on target? That is how you get yourself in a loophole and lose DPS. No good player needs this sort of utility for obvious reasons, so what does it really leave players with?Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.Sustaining is possible on a magic sorc clearly, but why do it when it is much easier on other classes (besides magic DK)? Just because you had a 1v1 on a single player does not define the quality of the class/skill as "okay", that is bias. You must realize there are many variables such as; you and your enemy's character setup, you and your enemy's actual skills, environmental factors, and quality of both/all players' connections at the time.PurifedBladez wrote: »
Yeah and he's probably gonna wear out on your [shields] if you play him right.
I had a 1v1 with a magsorc last night and it was very competitive harder then most stam classes.Dodge rolling gives a 100% chance to evade 100% damage for its duration, a shield can be broken far before it expires. For a magic based character stamina is a resource that is far too precious to be used for stamina based CC immunity abilities and to be frequently negating damage. Getting stunned for a split second with a shield (while I'm not sure why anyone would ever want to get hit, it's not like we are talking about a turn based game) would be enough time to make the magic based player lose their shield entirely and not deal any damage back.Oreyn_Bearclaw wrote: »And yet, from a defense perspective, a 100% shield is still much better than a dodge chance. The dodge chance should be longer if you want balance.
Reducing the duration has not done anything as people were always casting shields more often than 20 seconds in pvp. Don't neglect the fact that battle spirit has already halved the strength of wards, so maybe major evasion should be halved for its duration and magnitude along with every other skill in the game? No, halving every aspect to a skill is a lousy solution, let's face it.Giles.floydub17_ESO wrote: »
@SirMewser
1. Shield stacking has been a strat for a long time. It's why they reduced the length of time for magika shields so we had to make a choice between offense and defense. Still, there are times having a shield is good. 10k dps is not easy. It's a joke. Spamikg heavy attacks us probably higher.
Then clearly you are not reading it, I even bolded the segment of the comment that I am specifically talking about. I am not sure how much more simple I could have made the comment as it seems like basic English, sorry.Giles.floydub17_ESO wrote: »2. Have no idea what your really trying to say since your comments do not seem germain to what you quoted.
I am aware of that, but stamina players are more opt to dodge roll on top of the 20% major evasion, which makes any decent stamina player capable of negating all damage, whereas magic based builds tend to preserve stamina for when they need to CC break. The point was that stamina is rarely used for utility for magic based players. He wants to talk about the defensive perspective so really what is this "100% shield"? Sounds like dodge rolling.Giles.floydub17_ESO wrote: »3. He talking about dodge chance/major evasion. Not dodge roll. His comments are related to the OP.
Oreyn_Bearclaw wrote: »And yet, from a defense perspective, a 100% shield is still much better than a dodge chance. The dodge chance should be longer if you want balance.
Actually_Goku wrote: »Oreyn_Bearclaw wrote: »And yet, from a defense perspective, a 100% shield is still much better than a dodge chance. The dodge chance should be longer if you want balance.
Can't tell if serious
Hitting 10K DPS is not difficult. :Þ So you mean to say recasting defense and not put pressure on target? That is how you get yourself in a loophole and lose DPS. No good player needs this sort of utility for obvious reasons, so what does it really leave players with?Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.Sustaining is possible on a magic sorc clearly, but why do it when it is much easier on other classes (besides magic DK)? Just because you had a 1v1 on a single player does not define the quality of the class/skill as "okay", that is bias. You must realize there are many variables such as; you and your enemy's character setup, you and your enemy's actual skills, environmental factors, and quality of both/all players' connections at the time.PurifedBladez wrote: »
Yeah and he's probably gonna wear out on your [shields] if you play him right.
I had a 1v1 with a magsorc last night and it was very competitive harder then most stam classes.Dodge rolling gives a 100% chance to evade 100% damage for its duration, a shield can be broken far before it expires. For a magic based character stamina is a resource that is far too precious to be used for stamina based CC immunity abilities and to be frequently negating damage. Getting stunned for a split second with a shield (while I'm not sure why anyone would ever want to get hit, it's not like we are talking about a turn based game) would be enough time to make the magic based player lose their shield entirely and not deal any damage back.Oreyn_Bearclaw wrote: »And yet, from a defense perspective, a 100% shield is still much better than a dodge chance. The dodge chance should be longer if you want balance.
Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.
Shadowshire wrote: »Light armor shield now absorbs all types of dmg not just magic. You can stack hardened ward and harness magicka/dampen magic and have 2 shields that absorb over 20k of any dmg.
What's your point? You cannot cast them simultaneously, only one after the other, and each one lasts only six seconds. Since the minimum global cooldown after a spell is cast is one second, the most that a PC might get is 5 seconds of "over 20K of any dmg (sic)". I wouldn't bet that you can get that total, though.
There is no documentation as to whether damage is absorbed by the first one that is cast until accumulated damage reaches its limit (or it expires), then damage is absorbed by the second one that is cast until accumulated damage reaches its limit (or it expires). It would not surprise me at all if both shields are treated separately, and each one absorbs the same amount of damage from each and every attack until the accumulated damage reaches the limit for each respective shield (or the shield expires).
Each of these two shields should last at least 12 - 24 seconds or until all of the damage that each one can absorb has been absorbed, and they should stack so that damage is absorbed by the first one cast until its limit is reached (or the shield expires), then damage is absorbed by the next shield until its limit is reached (or it expires).
The ZO obsession for making everything sorcerer last just 6 seconds makes me wonder whether the lead designer for this class needs to get a six-pack and take his or her favorite six-partner to Motel 6.
I'm pretty sure it's first in, first out. You cast Hardened first, then Healing ward; Healing ward won't get touched until your Hardened is down.Shadowshire wrote: »There is no documentation as to whether damage is absorbed by the first one that is cast until accumulated damage reaches its limit (or it expires), then damage is absorbed by the second one that is cast until accumulated damage reaches its limit (or it expires). It would not surprise me at all if both shields are treated separately, and each one absorbs the same amount of damage from each and every attack until the accumulated damage reaches the limit for each respective shield (or the shield expires).
the_man_of_steal wrote: »Zos needs to help mag user's sustain it is game breakingly bad.
the_man_of_steal wrote: »Zos needs to help mag user's sustain it is game breakingly bad.