I haven't noticed monsters hitting harder, I can still solo vet dungeons just fine. I hear alot of people saying this but I have yet to experience it.
As for the penetration thing, that has always been the go to since we live in a heavy armor or bust world now...well for a while now I should say
I haven't noticed monsters hitting harder, I can still solo vet dungeons just fine. I hear alot of people saying this but I have yet to experience it.
As for the penetration thing, that has always been the go to since we live in a heavy armor or bust world now...well for a while now I should say
At what point now is too much penetration or too little penetration with the Homestead update? This is in regards to: Spell penetration, physical penetration, Noxious Breath, Elemental Drain, champion points, sharpened weapons, etc. When is it enough?
For example, it's to the point now that on StamDK's it's being rumored that Maelstrom DW is no longer the best-in-slot for end-game content or Maelstrom. As NMG or something like Twice-Fanged Snake outclasses it. This applying as well for PvP (speculation). As more and more people are aiming to get that penetration to melt other players. It's pretty much at an all time high, as anything other than sharpened is a DPS lost.
This is especially being with the bug in place that is causing monsters to do more damage, and take more damage. Essentially making things hard mode everywhere. So what is the "magic number" for penetration to be reached on magicka builds and stamina builds for end-game PvE content (solo'ing, dungeons, trials, VDSA/VMA) and PvP content?
Giles.floydub17_ESO wrote: »It is not clear what you are attempting to discuss. The ability for a group to use various debuffs to reduce the targets resistance or about the reports from players that NPCs are possibly doing more damage?
For the former, Zos is looking into it.
With the latter, little or anything changed with homestead concerning penetration that I am aware of so all is good.I haven't noticed monsters hitting harder, I can still solo vet dungeons just fine. I hear alot of people saying this but I have yet to experience it.
As for the penetration thing, that has always been the go to since we live in a heavy armor or bust world now...well for a while now I should say
Oh yes, with PvP it is important to be able to reach good penatration with the heavy armor builds being so popular.
As for how much, there is a point that it becomes more advantageous to stack something else. Heck, precise will outperform sharpened at a point. If anyone wants numbers they can do the simple math. It has been mentioned in the forums enough times.
cpuScientist wrote: »At what point now is too much penetration or too little penetration with the Homestead update? This is in regards to: Spell penetration, physical penetration, Noxious Breath, Elemental Drain, champion points, sharpened weapons, etc. When is it enough?
For example, it's to the point now that on StamDK's it's being rumored that Maelstrom DW is no longer the best-in-slot for end-game content or Maelstrom. As NMG or something like Twice-Fanged Snake outclasses it. This applying as well for PvP (speculation). As more and more people are aiming to get that penetration to melt other players. It's pretty much at an all time high, as anything other than sharpened is a DPS lost.
This is especially being with the bug in place that is causing monsters to do more damage, and take more damage. Essentially making things hard mode everywhere. So what is the "magic number" for penetration to be reached on magicka builds and stamina builds for end-game PvE content (solo'ing, dungeons, trials, VDSA/VMA) and PvP content?
You would use NMG or twice fanged in conjunction with not over VMA weapons. So VMA twice fanged vicious/alkosh 3 piece an kraghs/veli
Used to be 18k penetration was max needed for PvE.
For PvP, 15k negates light and medium armor. You could then choose to specialize against armor (more pen), shields (more damage) or hp (more crit).
I don't see how anything could have changed.
https://youtu.be/40xeSbftAYc Giles.floydub17_ESO wrote: »It is not clear what you are attempting to discuss. The ability for a group to use various debuffs to reduce the targets resistance or about the reports from players that NPCs are possibly doing more damage?
For the former, Zos is looking into it.
With the latter, little or anything changed with homestead concerning penetration that I am aware of so all is good.I haven't noticed monsters hitting harder, I can still solo vet dungeons just fine. I hear alot of people saying this but I have yet to experience it.
As for the penetration thing, that has always been the go to since we live in a heavy armor or bust world now...well for a while now I should say
Oh yes, with PvP it is important to be able to reach good penatration with the heavy armor builds being so popular.
As for how much, there is a point that it becomes more advantageous to stack something else. Heck, precise will outperform sharpened at a point. If anyone wants numbers they can do the simple math. It has been mentioned in the forums enough times.
It's been discussed, and sure we can crunch numbers. But those numbers were never actually revealed (in regards to a benchmark). This is because of the fluctuations in whether or not a person is: PvP'ing, solo'ing WB's or dungeons, doing VMA, doing dungeons with other players, VDSA, trials, etc. There was never an actual number listed to be strived for (to my knowledge), where as if you cross over it things become pointless and you're "overpenetrating". I remember it being briefly mentioned in the past, when resistances weren't as high on enemy NPC's and heavy armor builds weren't so popular in PvP, but now all that data is old.cpuScientist wrote: »At what point now is too much penetration or too little penetration with the Homestead update? This is in regards to: Spell penetration, physical penetration, Noxious Breath, Elemental Drain, champion points, sharpened weapons, etc. When is it enough?
For example, it's to the point now that on StamDK's it's being rumored that Maelstrom DW is no longer the best-in-slot for end-game content or Maelstrom. As NMG or something like Twice-Fanged Snake outclasses it. This applying as well for PvP (speculation). As more and more people are aiming to get that penetration to melt other players. It's pretty much at an all time high, as anything other than sharpened is a DPS lost.
This is especially being with the bug in place that is causing monsters to do more damage, and take more damage. Essentially making things hard mode everywhere. So what is the "magic number" for penetration to be reached on magicka builds and stamina builds for end-game PvE content (solo'ing, dungeons, trials, VDSA/VMA) and PvP content?
You would use NMG or twice fanged in conjunction with not over VMA weapons. So VMA twice fanged vicious/alkosh 3 piece an kraghs/veli
@cpuScientist Okay, so what you're saying is like for a stamina build you'd go with: 5pcs. NMG/Twice-Fanged (I'm assuming body pieces), Maelstrom DW/Bow, Vicious Serpent/Alkosh 3pcs. (for the Minor Slayer benefits), and Kra'gh/Velidreth 2pcs. for the monster weapon damage/increased penetration (head and shoulders).
Wouldn't you burn out of resources attempting that, as my guess is that you'd have around 750-820ish stamina regeneration? This being that you're forgoing the use of 5pcs. Vicious, which made sustain not an issue from the amount of stamina you received from its proc. Even if you're running potions off cooldowns, you'd still have to be cautious with spending your resources correct? This isn't even including being forced to dodge roll, block, etc.
Used to be 18k penetration was max needed for PvE.
For PvP, 15k negates light and medium armor. You could then choose to specialize against armor (more pen), shields (more damage) or hp (more crit).
I don't see how anything could have changed.
cpuScientist wrote: »Stamina really is a self sustaining set up. Most can sustain through very long fights with minimal to no support. Magicka is where sustain is bad ESPECIALLY this patch. Sorcs and MagDK are currently wholly dependant on support. They need orbs and magicksteal, and luminous if you got it is always welcomed lol. MagDK are just waiting for that ultimate counting it down staring at it the entire fight. And magSorcs are wishing they had something...
Ofcourse with a good group sustain is just not an issue, it's very doable, once the heals are throwing out orbs and magicksteal.
On stamina it's aight take a shard now and then. Drink pots on cooldown. And you're honestly fine. Assuming high to max CP ofcourse.
Wreuntzylla wrote: »The problem is the complete lack of diversity. From a trait perspective, every other trait could be removed and almost no one would notice except for maybe defending and precise, which in PvP are strictly back bar traits.
Wreuntzylla wrote: »The problem is the complete lack of diversity. From a trait perspective, every other trait could be removed and almost no one would notice except for maybe defending and precise, which in PvP are strictly back bar traits.
I like my infused staves and maybe charged too.Now try to remove training staves they might be a real riot.
Wreuntzylla wrote: »The problem is the complete lack of diversity. From a trait perspective, every other trait could be removed and almost no one would notice except for maybe defending and precise, which in PvP are strictly back bar traits.
I like my infused staves and maybe charged too.Now try to remove training staves they might be a real riot.
@Tasear But how in a practical situation could charged ever be useful? Like I can see infused being somewhat useful, as I used to use an infused Maelstrom's Ice Staff for quite some time (until I got my sharpened Moondancer Lightning Staff). And I had decent results with it. But charged always seemed... Well... Useless. I can't see any benefits or pros of using it, that would outweigh the cons. And it's like that with a lot of traits.
Too much is going beyond 0 res on the mob in question. Alone that cannot be done, so in most cases more arpen solo is better. Alcast video sums it up nicely about group play.
Also not using DW Maelstrom Weapons on Stam DK is not just about arpen, it's about the whole package. More CP means more CHD, so CHC becomes a more impactful and it trickles down from there. Then note that Maelstrom DW add to sustained DPS more than anything so if mobs aren't surviving through a full rotation/full dot some of the benefit is lost. That, in part, is why the fell out of favor for use in Maelstrom because the mobs don't often live long enough.
Too much is going beyond 0 res on the mob in question. Alone that cannot be done, so in most cases more arpen solo is better. Alcast video sums it up nicely about group play.
Also not using DW Maelstrom Weapons on Stam DK is not just about arpen, it's about the whole package. More CP means more CHD, so CHC becomes a more impactful and it trickles down from there. Then note that Maelstrom DW add to sustained DPS more than anything so if mobs aren't surviving through a full rotation/full dot some of the benefit is lost. That, in part, is why the fell out of favor for use in Maelstrom because the mobs don't often live long enough.
So would you say that outside of dungeons and trials, Maelstrom Weapons are overkill? Being as most things won't survive that full rotation (save for like solo'ing a world boss or something of the like).
Too much is going beyond 0 res on the mob in question. Alone that cannot be done, so in most cases more arpen solo is better. Alcast video sums it up nicely about group play.
Also not using DW Maelstrom Weapons on Stam DK is not just about arpen, it's about the whole package. More CP means more CHD, so CHC becomes a more impactful and it trickles down from there. Then note that Maelstrom DW add to sustained DPS more than anything so if mobs aren't surviving through a full rotation/full dot some of the benefit is lost. That, in part, is why the fell out of favor for use in Maelstrom because the mobs don't often live long enough.
So would you say that outside of dungeons and trials, Maelstrom Weapons are overkill? Being as most things won't survive that full rotation (save for like solo'ing a world boss or something of the like).
Yes, but most of that content is rather easy to begin with. Even in dungeons and trials it's debatable if they are the best post Homestead.
cpuScientist wrote: »Stamina really is a self sustaining set up. Most can sustain through very long fights with minimal to no support. Magicka is where sustain is bad ESPECIALLY this patch. Sorcs and MagDK are currently wholly dependant on support. They need orbs and magicksteal, and luminous if you got it is always welcomed lol. MagDK are just waiting for that ultimate counting it down staring at it the entire fight. And magSorcs are wishing they had something...
Ofcourse with a good group sustain is just not an issue, it's very doable, once the heals are throwing out orbs and magicksteal.
On stamina it's aight take a shard now and then. Drink pots on cooldown. And you're honestly fine. Assuming high to max CP ofcourse.
@cpuScientist I meant in a solo-based environment more so, as you said you just grab a shard or something of the like. Plus those juicy Repentance casts also make sustain not so much of an issue when playing with others, but solo you feel it so much more (in my opinion) than magicka. As if you're solo'ing with magicka, Elemental Drain alongside restoration staff heavy attacks make sustain far more easier (in my opinion). Throw in a Maelstrom's Restoration Staff, and things get even more so easier to sustain. Where as with stamina, ehhhh not so much. Lol.